![]() Call Solver.SetRootBone() to specify the top bone (root of solver).Call Solver.AddBone() for each bone in the skeleton.Call Solver.SetNumBones() to reserve space for the entire skeleton.PowerIK should be initialized in the following way: Then include PowerIK.h into the project source file that will use PowerIK.Add sdk/include to the project's headers.Copy the entire SDK folder into a suitable location in the project directory.You can ignore the rest of this document. To compile and package the Power IK Unreal Plugin from source code, please follow the directions in the Convert Unreal Plugin section of these docs. Clients looking to integrate PowerIK into their own systems should reference this class to observe the necessary parts required to interface with the Power IK solver core. See PowerIK_UnrealCore.h for the FPowerIKCore class definition. The sample FPowerIKCore class wraps the SDK and allows rapid integration of the solver into multiple Anim Graph nodes, and also into Unreal's Control Rig plugin. The best example of how to integrate Power IK can be found right in the default Unreal Plugin. ![]() ![]() To enquire about licensing our SDK, please contact Unreal Integration Example Power IK is commercially licensed priorietary software. The Power IK C++ SDK allows animation engineers to integrate Power IK into any animation software that can link C++ and uses skeletal animation.
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