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  • #46
    Originally posted by Illusionray View Post
    Are there any reviews for the Neuron? Is it good for in-house MoCap ?
    I'm also interested in the Neuron, and I am very curious if it is as good as it is in the videos on their website. Is it accurate? Easy to setup? How is the workflow? I suppose it generates some files(BHV I think??), how can it be used in UE4?

    If anyone could share some hands on experience, that would be great!
    English is not my natural language... sorry 'bout that!

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    • #47
      Originally posted by Martin Bean View Post
      I'm also interested in the Neuron, and I am very curious if it is as good as it is in the videos on their website. Is it accurate? Easy to setup? How is the workflow? I suppose it generates some files(BHV I think??), how can it be used in UE4?

      If anyone could share some hands on experience, that would be great!
      This was recorded with a 32 Neuron suit:
      https://forums.unrealengine.com/show...l=1#post416870

      I just put on the suit, calibrated, recorded. No cleaning.
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      • #48
        Originally posted by btengelh View Post
        This was recorded with a 32 Neuron suit:
        https://forums.unrealengine.com/show...l=1#post416870

        I just put on the suit, calibrated, recorded. No cleaning.
        Did you record in Axis Neuron and import the BVH into UE4? How did you match the UE4 skeleton from the file saved out from Axis Neuron?
        twitter: @NaveedHIQ @Guvnorgames

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        • #49
          Hey Cyxx, there is a function in Axis Neuron software that zero's out the accumulated drift. I find myself going back into Axis Neuron and hitting this button to remove the drift. Is there a blueprint function or any other way of accessing this function in Axis Nueron via Unreal?
          Attached Files

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          • #50
            Hi alltrueist
            sorry, at the moment there is no backchannel to the Axis Neuron SW.
            But removing the drift could also be done within the plugin by removing the current XY offset from the initial position.
            I have updated the template with an example on Github for the upcoming release 0.5.0.
            Following changes were necessary:

            Level BP:
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            Anim BP, Eventgraph:
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            Anim BP, New function:
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            Best regards
            Cyxx
            Follow me on Twitter: @heikofink69 | Game: Crazy Max VR | Plugins: Perception Neuron Plugin and Template, Texture Merge | Demo: Blood Mine VR with PN

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            • #51
              This is really awesome! It's such a great thing to test your animations directly in your game environment.

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              • #52
                I'm real new to this stuff. I'd like to get a perception neuron but want to make sure I can use it right away to make my own animations for my characters within UE4. Will this plugin allow for that? Or is this more for just putting yourself in scene for VR purposes?

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                • #53
                  Hi Kayma
                  you can also play locally stored BVH animation files with this plugin, retarget them to your own skeleton and do some tweaks in the animation BP.
                  But this is not the standard approach and in most cases you can’t use raw motion captures directly for a good animation.
                  They need to be cleaned up in a 3D animation SW like Maya.
                  And from there you normally export your animation together with your skeleton/mesh as FBX and import it directly in Unreal without a need for this plugin.
                  Best regards, Cyxx
                  Follow me on Twitter: @heikofink69 | Game: Crazy Max VR | Plugins: Perception Neuron Plugin and Template, Texture Merge | Demo: Blood Mine VR with PN

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                  • #54
                    Hi Cyxx, thanks for all of your awesome work!
                    I'm trying to skin a custom mesh to the Neuron Skeleton, but am having some difficulty. When I adjust my mesh in Maya to fit the neuron skeleton perfectly, i get bad deformation in the fingers. The best deformation I get is when I copy weighting from the Neuron mesh over to my custom mesh..
                    With the Neuron and TPP_Hero examples, the hand bones aren't inside the mesh and don't fit, but when I press play, the hand deformation is better than a properly weighted mesh. Could you please explain the best way of skinning a custom mesh to get the best deformation?
                    Thank you so much!

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                    • #55
                      Hi VRTherapy
                      yes, I know this damned fitting problems if you want to use a default skeleton.
                      If you can change your mesh I would recommend to scale/rotate your mesh parts to get as close as possible to the correct bones.
                      But often this is not possible and a better way would be to create your own custom skeleton for your mesh.
                      You could use as a basis a default skeleton and then resize the bones to fit your mesh.
                      But beware of default rotations in your skeleton. They should be avoided if possible, because the BVH motion data from Axis Neuron has no rotation in the reference T-Pose.
                      To configure your custom skeleton in the plugin following steps need to be done:
                      - Import custom skeleton as usual and create a new Animation BP (you could also use retarget to duplicate the Anim BP)
                      - Copy variables and BP nodes from Mannequin Animation BP
                      - Configure the "Transform Modify Bone" BP nodes in the Anim Graph to the new bone names and set on all bones except pelvis the "Translation Mode" to 'Ignore'.
                      (Normally it is sufficient that only the pelvis/hips receives the translation information if you need displacement)
                      - Configure for each bone the coordinate system with the node “Map Bone coordinates” like it is done in the Mannequin example function "Init Bone Map".
                      - Set “Map” as skeleton type on “Read Neuron Motion” Node in the event graph
                      - If your reference pose is not T-Pose: Map pose to T-Pose with additional rotations like in Mannequin example
                      Best regards, Cyxx

                      Update 25.03.2016:
                      Since plugin version v0.3.0 custom skeleton support is much easier:
                      - Import custom skeleton as usual and create a new Animation BP (you could also use retarget to duplicate the Anim BP)
                      - Copy variables and BP nodes from Mannequin/TPP-Hero or Neuron Animation BP
                      - Map bone names in the anim and in the event graph (bone map struct).
                      - If your reference pose is not T-Pose: Map pose to T-Pose with additional rotations like in Mannequin example
                      Last edited by Cyxx; 03-25-2016, 08:33 AM.
                      Follow me on Twitter: @heikofink69 | Game: Crazy Max VR | Plugins: Perception Neuron Plugin and Template, Texture Merge | Demo: Blood Mine VR with PN

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                      • #56
                        I was waiting for others to buy and see if PN works as expected .Now I'm more convinced to buy it ,but how is the overall experience from u guys ? Is PN worth what your paying for ? Is it really an ultimate package for building our own mocap animations for our games ? Planning on buying it very soon , but I'm really scared of the import charges i would face in my country

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                        • #57
                          From my point of view is a good product, the mocap data you get is pretty good and the mocap software also allows you to some degree of customization.
                          The "suit" itself of course is not a suit but it's velcro straps with a socket to put the sensors...it takes 10 minutes to mount everything ( you can do it even alone without any help ) and start recording.
                          There are some weird constraint regarding the wifi setup, meaning that I ended up buying the same modem to be 100% sure that everything work properly and currently everything works, even if at the beginning was a big issue. so a bit of frustration overall...

                          I heard a lot of people complaining about the overall quality and that doesn't look professional, but I bought 2 suits for 800$ and I can't complain at all, it works, the mocap data id solid and I didn't expect a Vicon mocap suit level of quality.

                          Taxes are around 20-25%, depends where you live...in Europe more or less I saw that the average is that percentage, in US I'm not sure, but I think a bit less expensive.

                          The disapponting part for me is the lack of response from PN themself, especially on the kickstarter page and on the forum...meaning that they'll post an update not very often and there are like 1-2 people on the forum as an official support....using email is completely different...I always get a fast response for any queries, so better use that instead of KS or the forum.

                          I would suggest you to also take a look at Salto on kickstarter, but with a bit more of 100k I don't think that they'll be able to make something as good as PN.

                          General rule if you buy PN: read everything in the package, don't think you're up and running as soon as you'll open the box, update everything, read the forum/KS page for any common issues and then you should be good to go, so expect some frustration at the beginning, but once you figure out how everything works you'll be satisfied
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                          • #58
                            Thanks for a detailed answer . Thats enough reason to buy it . I can tolerate a few issues as I know it works down the line . Thankfully it's also becoming a bit popular so I guess I could ask for help here if i come across any issues . Can't wait to try it out.

                            Only thing remaining is to check out the best way to buy it because of the crazy import charges (around 400$ ) . I reside in India btw . If there's no other way around I guess I'll just have to put up with it . Potentially the best investment i could make .

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                            • #59
                              Originally posted by codehawk64 View Post
                              I was waiting for others to buy and see if PN works as expected .Now I'm more convinced to buy it ,but how is the overall experience from u guys ? Is PN worth what your paying for ? Is it really an ultimate package for building our own mocap animations for our games ? Planning on buying it very soon , but I'm really scared of the import charges i would face in my country
                              Overall, I am very happy. So much so that I have bought a second rig, both with 32 neurons. The 2nd came in about 10 days. So they seem to be catching up, but I'm always thinking when they have a show and more people express their joy with the system, that the wait time might increase again, but nothing like it used to be.

                              I have found that support through email has been very quick, and you WILL need it, as there isn't much in terms of documentation, but once you learn the ins and outs you should be good to go. I have also had two Skype support sessions with them, and they went very well.

                              I actually use the same wifi router that everything else is on, and have had no problems, and setup for me was quite painless, but I can see how different people might have different experiences.

                              The software is pretty good, though can use a little work, but does the job quite well. It captures at 60 frames per second, but faster with fewer neurons. I don't remember at what point you get the speed increase, but I'll never get there with even one 32 neuron system.

                              Aside from this plug-in, I user Reallusion's suite of software and that has a live connection to the Axis software and will capture the rig data in realtime, or you can import it later and then tweak your animations before sending them and your characters to UE.

                              Noitom seems dedicated to improving the system, and I think there will be a good shelf life for the product. My vote is a big YES!

                              In the U.S., I paid $80 for import taxes.

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                              • #60
                                Haha awesome . Just one more thing I need to know . If you do motions involving a lot of fast punches,kicks and other quick motions , does the output come out well ? Also are those small capsule sized thingies durable enough for fast paced animations ?

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