This page describes the new features and bug fixes introduced in release 4.0.
When a character’s left or right ankle is rotated, the HumanIK inverse kinematics solver can now automatically update the rotation applied to the character’s hip in order to make the knee follow the orientation of the character’s foot.
This knee response is controlled by two new character properties: HIKRealisticLeftKneeSolvingId and HIKRealisticRightKneeSolvingId. See General Properties.
This version of HumanIK provides a new set of examples integrated with the Vision game engine, showing how to carry out inverse kinematics and retargeting in a simple concrete implementation.
These samples, along with all source code and accompanying documentation, are available in the samples\humanik directory within your HumanIK installation directory, along with accompanying documentation.
In previous releases of HumanIK, each HIKCharacterState maintained an internal pointer to the HIKCharacter used to create it. This pointer has been removed in version 4.0, allowing you to move your HIKCharacters and HIKCharacterStates freely between different locations in memory.
See HumanIK Objects and Memory Management.
This change affects several functions in the HumanIK API. For details, see Moving from HumanIK 3.6 to HumanIK 4.0.
This version of HumanIK introduces a new licensing mechanism that prevents unlicensed use of the HumanIK libraries.
See Licensing HumanIK.
This version of HumanIK allows you to log the Degrees of Freedom set for your characters.