Q: Is IKinema a separate solver?
A: Yes. It has to be set as current from the solver drop down menu
Q: How can I delete the IKinema solver?
A: In the list in the Navigator panel delete it. The default HIK2014 will be set
Q: Are IKinema settings compatible with HIK solvers and what is the effect of switching between them?
A: Yes and no. We tried to link the IKinema attributes to existing GUI but some of them act differently – like the rig nodes, action space compensation, stiffness etc. IKinema has greater set of parameters and functionality so bake, clear or delete before switching.
Q: Can IKinema handle non common bones and skeletons?
A: Yes. It is best to have them in the characterization.
Q: Will IKinema solve/bake on additional shoulder bones?
Q: How to deal with plotting produces offset animation?
A: It is due to how the Character plot works with HIK. It doesn't get additional bones into account. We strongly recommend using for plotting always Plot All Properties or Plot Selected/ Selected Properties.
Q: How to access the solver properties:
A: Double click the solver in the Characters/CharacterName and it will appear in the Properties panel
Q: Will rotation DoF, rotational Min/Max and pre-rotations work with IKinema?
A: They will cause problems. We catch and ignore some of the above but it is better not having rotation DoF. There are IKinema Rotation.x y z to be used instead in the Properties panel.
Q: How IKinema solves from optical data?
A: You can use Actor or Flexible workflows. IKinema doesn't use HIK properties but only is indexing the links between marker and bone. And yes, Flexible workflow works with IKinema flawlessly.
Q: How IKinema controls individual marker properties?
A: Each marker has IKinema properties in the Properties window for very precise control – like stiffness, weight, depth etc.
Q: How IKinema controls bones druing marker solving?
A: Each bone in the solver has individual properties in the Properties panel
Q: What Retargeting gain does during marker solving?
A: It stabilizes the motion using reference to the match pose. Leave the default for common quality mocap or decrease for good quality mocap.
Q: What about Actor workflow?
A: You don't have to match the actor at all. Match the avatar into the cloud instead. IKinema solves directly on the avatar, the actor is used only to link the markers to bones.
Q: What about the Flexible workflow?
A: It is better because you can map markers to every bone that is in the characterization.
Q: What about matching in the marker cloud?
A: It is VERY important for best quality solve. Match in term of scale, positioning and bone lengths. IKinema is tolerant to bad matching but with good matching you will get excellent solve
Q: Can I adjust the matching?
A: Yes. At any time. Set the source to None, reposition, set source back to Actor/Markerset. No T-pose requirement – you can use any frame on any take.
Q: If my match pose is different from the stance pose how can I store it?
A: Set keys for the bones. During solving underlying keys are ignored but for initialization or with no solve they can be used as a stored pose.
Q: Can quadruped be solved?
A:Yes. Using Flexible workflow and fine tuning is highly recommended.
Q: Does IKinema support streaming?
A: Yes. Vicon and Natural Point systems.
Q: What about retarget on disproportional characters?
A: IKinema automatically sets internal scale. For fine tuning use Action Space Compensation, Hips and Chest levels.
Q: Are there improvement on the upper body retarget?
A: Yes. There is arm length adjustment. Select the hand bones and set Extend Task parameter. It is a multiplier, so use values around 1. Also consider always use chest task with proper user Chest level value.
Q: What is Retarget in task space?
A: Retarget without bone to bone mapping. Tasks are used instead. This approach has similarities with rigid bodies solving or rig.