BIK

Anomotion BIK™ for Unreal Engine™ is a generalized IK system that can model various joint types and define custom constraints all via an easy-to-use editor.

Your Digital Mannequin

BIK™ provides natural looking solutions that are directable and consistent. Tools such as Rig Editor allow even non-technical users to configure rigs to produce desired results.

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Compatible With Platforms Of Your Choice

BIK™ supports Windows, Linux, Android, Xbox One, Xbox Series S|X, PlayStation® 4, PlayStation® 5, Nintendo Switch™ and Google Stadia delivering consistent results every time.

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Production Ready Technology

Battle-tested in a variety of productions ranging from Indie games to AAA productions and complex simulations in one of the world's largest manufacturing companies. Highly performant solver delivers the performance your game or simulation needs.

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Advantages to using BIK™

Fast setup

Integrates directly into Unreal Engine™ and includes reference 3 and 6 points tracking examples.

Artist Configurable

Native Unreal Engine™ Editor to specify constraint parameters for each joint for achieving desired poses and animations.

Works for VR avatars

Represent VR Avatars with arbitrary number and placement of goals.

Features

Build Rigs Visually

Quick and painless setup. Configure joint limits and constraints visually and see their effect in real-time.  BIK™ is a generalized solver that works on any morphologies ranging from single-armed robots to multi-legged imaginary creatures. Joint constraints can be used to simulate joints such as constrained hinge and ball joints.

Scaled Bone Support

Scaled skeletons as inputs or real-time scales are handled as expected. BIK™ mass solver also allows for masses to be scaled to account for a heavier limb and hence an appropriate response when a limb is scaled.

Generalized Constraints

Generalized solver supports a wide variety of goals such as position/orientation, look at, center of mass tracking, and much more.

3 point and 6 point tracking examples

VR full-body IK examples for 3 point (head and wrists) tracking and 6 point (head, wrists, ankles and pelvis) tracking. Works with motion-captured rigid body tracking systems.

Per-axis stiffness control

Artistic control of output pose via per axis control of joint constraint stiffness. Stiffer joints produce a bend in a joint similar to input animation and while less stiff joints tend to allow bend in joints to reach the desired goal easier.

Ground and wall collision support

Included nodes produce real-time adjustments of feet to uneven ground to produce realistic locomotion and adjustment of hands to account for unevenness in vertical climbing structures.

Build Rigs Visually

Build complex behaviours with our Scenario Editor by connecting already provided simulation nodes or building your own. Specify dependencies between nodes by simply connecting two nodes together.

Scaled Bone Support

Scaled skeletons as inputs or realtime scales are handled as expected. Our mass solver also allows for masses to be scaled to account for a heavier limb and hence appropriate response when a limb is scaled.

Generalized Constraints

Generalized solver supports wide variety of goals such as position/orientation, look at, center of mass tracking.  

3 point and 6 point tracking examples

VR full body IK examples for 3 point (head and wrists) tracking and 6 point (head, wrists, ankles and pelvis) tracking. Works with motion captured rigid body tracking systems

Per-axis stiffness control

Artistic control of output pose via per axis control of joint constraint stiffness. Stiffer joints produce a bend in a joint similar to input animation and while less stiff joints tend to allow bend in joints to reach the desired goal easier.

Ground and wall collision support

Included nodes produce real time adjustments of feet to uneven ground to produce realistic locomotion and adjustment of hands to account for unevenness in vertical climbing structures.

Videos

The Road To Believable Animation Starts Here