This section contains a summary of the new features and major changes introduced in the 2013 and 2013.x releases.
This release includes a new version of the MotionBuilder plug-in that adds support for MotionBuilder 2013.
HumanIK now runs on the Google Android operating system.
To get you started, this release includes a sample multi-touch application for full-body IK. Download the Android package, and see the contents of the samples/android directory.
This release includes a new character property used for retargeting, HIKLowerSpineCorrectionId. This property may improve the final pose for the target character's back by changing the rotation of the character's hips to match the rotation of the character's first spine bone.
For details, see Retargeting-Specific Properties.
You can now set the Squash 'n' Stretch freedom for each Node in the spine and neck individually, using the new HIKSetTranslationLimitsf() and HIKSetTranslationLimitsd() functions.
See also Upgrade Requirements for HumanIK 2013.
As of this release, it is no longer necessary to set up an AdLM to use HumanIK.
For details, see Setting Up the License Key.
This release introduces a new character property, HIKTopSpineCorrectionId, which controls the way rotations are spread across the upper spine and the neck when retargeting animations. For details, see the description for the HIKTopSpineCorrectionId property under Retargeting-Specific Properties.
The shoulder solving method controlled by the HIKRealisticShoulder character property has been improved to produce better results, especially when retargeting animations.
For more information, see the description for the HIKRealisticShoulder property under General Properties.
The performance of the low-LoD (Level of Detail) solvers has been dramatically improved in this release, now offering up to 10 times faster solving than the full-body solvers.
In addition, you may be able to increase performance even further by following the suggestions listed under Solving at a Lower Level of Detail.
The inline functions provided in hikdump.h for saving and loading character data to and from files now permit you to specify the functions that should be used for allocating and freeing memory.
This version of HumanIK introduces a new command-line tool, hik2fbx, which converts character data files dumped from HumanIK into the open-standard .fbx format. You can use these .fbx files in order to visualize and test out your characterization setup, character states, and effector placements within a compatible authoring tool such as Autodesk® MotionBuilder®.
For details on usage, see hik2fbx.