Home  ▪  Forum  ▪  IKinema RunTime for Unreal Engine 4
Title Started by Answers Views Last comment  
Using IKinema UE4 plugin when building UE4 from source Ahmed Elhasairi 7 4709
28.09.2015 | 17:27
by: Łukasz Baran
Are more than three tracked devices available for iKinema Runtime? Victor Brodin 1 6
18.01.2018 | 10:06
by: Simon W
FPS drop (In Editor) with Blueprint Animation window open max Parata 1 88
20.12.2017 | 14:58
by: Simon W
How to Ignore collision channels? Liviu Chirca 2 52
10.12.2017 | 10:27
by: Liviu Chirca
VR Upper Body Tracking Adrien Huet 2 77
22.11.2017 | 14:54
by: Adrien Huet
My Ikinema Liscense has expired - [CLOSED] han been 1 109
25.09.2017 | 11:56
by: Denitsa Petrova
Missing the ''Retargeting using IKinema rig XsensRet'' Node - [CLOSED] J Egels 6 155
14.08.2017 | 06:05
by: J Egels
newbie, how can i make character take foot steps to move with VR head by using IKinema [CLOSED] yu tang 1 116
10.08.2017 | 20:08
by: Simon W
More video tutorials please for tweaking task setting, hip offsets etc. - [CLOSED] Keryn Adcock 1 123
25.08.2017 | 09:09
by: Simon W
Collision [SOLVED] David Hache 1 118
19.07.2017 | 10:29
by: Simon W

You must also choose either Action for Maya or Action for MotionBuilder as a part of the package.


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