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Unreal Engine 4 integration
March 13, 2016
6:38 pm
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March 13, 2016
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Hi. It's kind of embaressing I have to ask about such a trivial thing, but I'm not a professional programmer and it's been a couple of years since I last had to deal with include directories, libraries and such for Visual C++.

I started with Unreal Engine 4 a couple of months ago and, conveniently, haven't had to worry (much) about any include or linker related problems. I also had to replace my old VS 2010 with VS Community 2015. Everything looks different now when I open my project settings and I'm kind of lost, because I can't find a field for libraries (only directories), I don't know whether to use "include" or "source" directories etc.

And finally there's that paragraph on this website under "license" that says I can't link any code from static libraries into my project without a special permission. At least that's how I understand it. So, I really don't mind using a .dll instead, if I only knew how to set it up... I checked the manual, but I don't think it says anything about it.

Also, there's so many library files and third party stuff, is there any way to know which ones I actually need? I basically just want to use the inverse kinematics feature (at least at the moment). By the way, SmartBody features a fully fleshed out and flexible "Full Body IK" sytem, right?

Some help would be much appreciated!

March 14, 2016
5:56 pm
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If you want to use vs2015, you'll have to use a branch of SmartBody that is updated for that

branches / fast / smartbody-toolkit-5542 /

 

instead of trunk/ or any of the SDKs that I have prepared.

I don't use vs2015 but I'd be surprised if it's much different; right click the project, select properties, headers should be under compilation c/C++, libraries go in the Linker section.

SmartBody has an LGPL license which means you can use it commercially if you link it as a DLL (as opposed to a static library). If you want to use it as a static library (or some other use) you can email me directly at shapiro@ict.usc.edu to discuss it.

There is a reaching/grabbing system that uses motion examples, which effectively produces a full body ik, but it isn't easily to extract only that element from SmartBody; you're probably better off using the whole system.

 

Ari

March 18, 2016
1:09 am
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March 13, 2016
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As it turns out, the "problem" is probably the Unreal Building Tool, which I have to use in order to get SmartBody into my project. And that's probably why I can't find some of the fields for project dependencies inside the project settings. So I have to make a plugin somehow, but I don't assume anyone here can help with this 🙁