HumanIK® animation middleware is a runtime solution for creating believable, interactive character animation for games. HumanIK features full body inverse kinematics (FBIK) and real-time animation retargeting technology, enabling characters to interact realistically with their environment and other characters.
Characters walk on uneven terrain, climb walls, and believably interact with objects and other characters.
An FBIK solver combined with biomechanically correct models of biped and quadruped characters enables users to create more natural-looking animation at runtime.
Input animation can be dynamically changed at runtime to create more interesting and realistic animation. Characters can walk on uneven terrain correctly, climb walls, and interact with objects and other characters more believably. Less animation data means quicker load times for players and fewer assets to produce and maintain.
Retargeting enables game animation reuse across multiple characters with different proportions. This reduces the burden of constantly creating and maintaining large animation libraries, and improves efficiency.
Procedural motion adaptation and retargeting eliminate the need for animators to generate huge animation libraries of repetitive clips. The middleware can use existing animation and procedurally adapt it at runtime, improving efficiency in production and in the game.
Creature solver is a modular solver that enables IK computations on nonhumanoid creatures with multiple limbs, tentacles, antennae, or mandibles. Game designers can create a wider diversity of nonquadruped animals or imaginary creatures in their game without losing performance.
Support for squash and stretch deformations of the bone structure accommodates diverse and unique game characters that deviate from static humanoid skeletons.
Full integration with MotionBuilder, Maya, Maya LT, and FBX enables game designers to design, set up, and debug their IK behavior, and minimize the gap between artists and programmers.
HumanIK is a C++ library supporting: