Ikabod

Inverse Kinematics Solved

Ikabod is a procedural, runtime animation tool that takes FABRIK and extends it into a powerful Unreal Engine plugin. Full body Inverse Kinematics solved convincingly.

Configurable

Numerous configurations available for fine tuning for characterful performances and a natural feel.

Efficient

High performance with low computational cost increasing animation standards while reducing the need for optimisation .

Deterministic

It will give the same result each time with same data and context which is valuable for simulations .

TAKE CONTROL
Control the full body of your characters and avatars. Each limb has a relationship with the rest of the body. Achieve more realistic, natural looking procedural animations.

TWO TRIANGLE BODY MODEL
Simplifying the torso into two triangles with some custom springs gives a controllable, consistent feel while being inexpensive in performance terms.

CURVE CONTROLLED AUTO CLAVICLES
Allows the clavicle to blend in quite naturally and limits the maximum effect. Controlled with one curve.

SOLVING FOR VR
Represent your players, participants or puppets as full body avatars with feet, knees, elbows. Ikabod delivers Realtime positioning taken from as little as a head position and two hand positions.

For more information and an evaluation

Animation Elbow Grease

Animate More, In Less Time

Fullbody control and configurability increases the amount of work an animator can do. Freeing them up to focus on the feel of their animations rather than the crunch of their deadlines.

Virtual Reality

Controller and headset positions map participants to a full body avatar.

Realtime

Great for foot placement on uneven surfaces and enabling AI characters to realistically reach for objects.

Procedural

Reducing the requirement for custom animations in many situations.

LOW COMPUTATIONAL COST, AS STANDARD
The standard settings come balanced perfectly to get the best performance while still offering many levels of configuration for animators to create the perfect look for their characters.

VISUALISATION MODE FOR FINE TUNING
Draw Rig, shows the basic configuration in blue. This is useful for checking the basic setup is correct, especially that the selected root node gives the upper body/lower body desired.

AUTOMATIC AXIS
Instead of specifying pole vectors for elbows or knees Ikabod finds what it considers the correct axis automatically. It is intended to support explicit pole vectors in the future as they can be useful for some models.

RETARGETING
Reapply the same animation to an entirely different character with little direct input from the animator.

“Ikabod was born out of wanting to achieve repeatable, realistic and procedural melee style fighting in Raiders of Erda. We needed a tool to support us with animation that would stand up to the rigour of player gaze in the immersive world of VR. It’s perfect for game developers and 3D animators of all kinds, please get in touch if you have any questions or would like an evaluation copy.”

Simon Barratt, CEO & Co Founder

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