Part 1: Text Documentation

 Streaming into UE4



Welcome to IKinema's Text Documentation for IKinema's LiveAction

Firstly import your FBX character into the Unreal content browser. Then we create an IKinema Rig for the skeleton of the character that has just been imported.

Creating an IKinema Rig

1: Right click on your character's skeleton (figure 1)

Figure 1

2: Go to IKinema Rig Actions (figure 2)

3: Select Create IKinema Rig

Figure 2

4: Open the newly created IKinema Rig (figure 3)

Figure 3


Setting up for Data Import

Delete any excess bones your character may have that you do not want to retarget to (figure 4). These are usually eye joints, finger and etc.

Remember that deleting any bones in the IKinema rig only deletes them from being retargeted on

Figure 4

Next is to import the Mocap data that's being streamed

Fill in the fields in the MoCap Source parameter (figure 5). An explanation for the fields is available below the figure.

Figure 5


Source: Your chosen Mocap System.

Matching Template: Select If you have a mapping template you’ve previously saved and wish to use it again in this setup. Otherwise, leave blank and IKinema’s default template will be used.

Server Address: Address of the machine you are using to stream. To learn how to find your Server Address click here and scroll to the bottom of the page.

Server Port: This is set in your chosen Mocap system. 

Subject Name: Name of the character you are streaming. Make sure the name you enter is identical to its counterpart in your chosen Mocap system.

Import Scale: The scale your data is being imported at. You’re able to adjust this value to get a better match between your source and target character.

Streaming Y-up: Check box if your Mocap system is streaming Y as its up axis.

Zero Source Rotation: Import your stream in a T-Pose (Currently only available for OptiTrack’s Motive and XSens MVN).

Import Rigid Bodies: Check this box if you are streaming rigid bodies.

Once your done make sure your mocap stream is streaming and press 'Import Actor'.

Your Character will then be imported (figure 6) and now you're ready to move on to Part 2.

Figure 6


If you're having any issues please visit our FAQ Page.