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Thread: PerceptionNeuron Unreal4 plugin

  1. #1
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    Smile PerceptionNeuron Unreal4 plugin

    Hi,
    I`m Wei Bo the software engineer of Smartisan VR project.

    I have developed the PerceptionNeuronPlugin for the motion capture device Perception Neuron from Noitom(https://neuronmocap.com/).
    A few months ago when I tried to go looking for a useable Perception Neuron plugin, I did not find one that could properly and perfectly present the data captured by Perception Neuron, so I decided to develop a Unreal plugin of Perception Neuron.
    At present, this plugin has been adopted by Noitom and began to apply in their products. In the upcoming GDC2016 Noitom will use this plugin to showcase the perfect combination between Perception Neuron and Unreal4.

    PerceptionNeuronPlugin is develop totally in C++. It has high efficiency and easy operation. It is very convenient to use, you can even do not connect any blueprint or write C++ code to start to use it.

    Features:

    1. BVH asset. You can import a bvh file into Uneal4 now, PerceptionNeuronPlugin will create a uasset use the bvh file. You can use BVH asset to drive the actor and also control the speed of the animation throught BVH asset editor. BVH asset can be packaged into the resource pack automatically when package project.

    2. Network. PerceptionNeuronPlugin support UDP protocol for bvh data transmission. Data transmission efficiency is very high.

    3. Spawner. You can plant Spawners into the scene and you can also specify the direction of an actor's spawn .

    4. Full support for Displacement.You can change the body height in Axis Neuron. The hight of the actor created in scene will be adapted to the actual height of the man who is wearing Perception Neuron.

    5. Retargeting. You can drive any model that conforms to T-pose throught the retargeting editor in Animation BP editor.

    6. Multiple server. PerceptionNeuronPlugin supports multiple server transmit bvh data to Unreal at the same time and one single server transmit bvh data of multiple roles to Unreal.

    7. Cross-platform. PerceptionNeuronPlugin can be release for all platforms which Unreal4 supported.


    Video:
    https://youtu.be/qZi8mw_-FVY
    https://youtu.be/bmsuGQ7rq3c Test demo for network efficiency on Samsung S6.
    https://youtu.be/EXf8ke9S97I GDC2016
    https://youtu.be/LPm_3aUom6k GDC2016

    Download:
    SVN:
    https://104.156.239.211/svn/PerceptionNeuronPluginForRelease/ Username:Everyone Password:123
    Dropbox:
    https://www.dropbox.com/sh/5ki8orljzkmgf4y/AADxLMZM_Yxy52ycdMdrhxnUa?dl=0

    Requirements:
    UnrealEngine 4.9~4.13
    Axis Neuron 3.6.32 https://neuronmocap.com/

    Support:
    If you have any questions, comments, bug reports or feature requests for this plugin, contact me please: weiboreal@gmail.com.
    I would like you to be here for feedback, because your feedback may be helpful to others or you can be able to get timely help from other people.


    Thanks Wang Mi the Senior Developer of Epic Games for the technical support.

    :)

    ------------------------------------------------------------------------------------------------------------------
    Hi all!
    I'm back.
    Since I am very busy recently, the source code of this project has been handed over to Noitom for the future development.
    Noitom will release their official version of Perception Neurom Unreal4 plug-in.
    They will put a lot of energy to do this. I believe they can do it better than me.
    If you have any questions you can contact Noitom technical support:
    contact@neuronmocap.com
    Last edited by Weibo; 02-27-2017 at 11:04 PM.

  2. #2
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    This is pretty cool, thanks for sharing, I'll be using it for sure

  3. #3
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    Thank you Enter Reality! I hope this was valuable and welcome any feedback.

  4. #4
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    About the Android development: it is possible to package an Android game but still be able to receive streaming data from Perception Neuron Suit to the S6/S7?

  5. #5
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    Hi Nicolas,
    I've made a video for your question.
    I packaged a project to android apk and then install the apk on S6.
    I'm using an ordinary home router, you can through the video to see the efficiency of data transmission.

    https://youtu.be/bmsuGQ7rq3c

  6. #6
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    Thank you for updating the UE4 plugin!
    BVH files work now; but trying to connect to a Network data source gives the following error:
    FUdpSocketBuilder: Failed to create the socket Perception Neuron UDP Network as configured
    PerceptionNeuron:Error: Bound to 0.0.0.0:7001 failed.

    We are using Axis Neuron v3.5.24.2740 and UE4 v4.11 which is the latest available to download.
    In your video tutorial you refer to Axis v3.6.32 to setup the UDP broadcast IP / Port Could you please point us to where we can download that version?
    or show how to setup the broadcast IP and Port using the old version.

    Best~

  7. #7
    0
    Hi,
    The UDP function of the Axis Neuron you are using can not work.This is a bug of Axis Neuron.
    The new version has been complete, but has not been released now. Just wait a few days please.
    Bacause of UDP, you don`t need to specify the IP address, it will be set automatically.

    I have showed the multiple servers feature in the video, you can see it again.

    Thank you!

  8. #8
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    I get a new version from the neuron technical support, very simple and easy to use, thank you

  9. #9
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    Thank you for your reply.

  10. #10
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    Thank you for your plugin, very useful for us, the plugin can help us complete the motion capture, realtime data transmission. I believe this will be very popular in future

  11. #11
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    Are you able to upload an updated demo for 4.10? I can never get the skeletal mesh to work from your current demo, the tracking just does not happen.

  12. #12
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    Hi ZoltanJr,
    I have already checked. The Demo project can run correctly. I also confirmed this to others.
    The demo in "Demo" folder is a 4.10 project.
    If your project still have problems upload a picture please.

  13. #13
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    All the people on the Perception forum have not been able to get it to work either.

    I am following with your video guide. https://youtu.be/qZi8mw_-FVY?t=2m39s

    You set the port to 7002. Then in Axis Neuron you have your broadcast IP set, with the port 7002. https://youtu.be/qZi8mw_-FVY?t=3m19s

    In the version of the Axis Neuron that is available on the site the "Calculation" option is locked out as "pro"?? I am also unable to set the port manually on the IP address on the UDP.

    I set the avatar name correctly but no character is spawned in the Neuron Spawner and even when I have the avatar blueprint placed directly in the scene it also does not get any animation.

  14. #14
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    Hi ZoltanJr,
    Tell me the version number of your Axis Neuron.

  15. #15
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    If you are a neuron buyer, you may get a new version of the neuron technical support staff. ------> contact@neuronmocap.com

    I'm using this new version, everything is normal.

    I hope for you a little help!
    Attached Images Attached Images  

  16. #16
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    Name:  neuron version.PNG
Views: 4086
Size:  10.0 KB

    I am using the most recent version that is on the website. I will contact support and request the updated version. Every person on the Perception Neuron forum has the same problem and can't get it to work. This is probably why.

  17. #17
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    Hi 悠走,
    Thank you very much for your reply.

  18. #18
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    The new version works fine now. Not sure why this isn't available on their site in the first place though.

  19. #19
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    That's great!

  20. #20
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    So got my first person controller working fine with it now. I am trying to get it over to the Gear VR too but on the Perception Neuron Manager it doesn't allow me to set the IP address now, it's locked to 0.0.0.0. Do we need another version of this to be able to publish to android and connect up?

    Thanks.

  21. #21
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    Hi ZoltanJr,
    Name:  QQ截图20160324071728.png
Views: 3965
Size:  23.1 KB

  22. #22
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    With 4.11 p8, as soon as I launch a project containing the plugin, it says that some elements needs to be recompiled and I'm not able to use the plugin, so I'm going to try with 4.10.2, since with 4.10.4 I'm still having issues with installation ( error E-1223 ), even though I installed the missing component which were causing the same installation issues with 4.11...so now 4.11 works, 4.10.4 could not install...

    Side question since I think I'm doing something wrong: is there the possibility for you to .zip the files in the download link? the only way I'm able to download everything is to single download each file and creating the folders by myself...not too annoying, but I think there is another way to download everything without doing all this

    Hope to use this plugin very soon

  23. #23
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    Hi ENTER REALITY,

    I updated the 4.11 version of the plugin yesterday, because the preview update of the 4.11 version did cause some errors.
    If there is any problems with the plugin, you can attach a picture to this, I'll be more aware of what's going to happen.

    This is a SVN server, do you know SVN or GIT? You do not need to download each file individually, instead only need to use the SVN to download the required parts.
    You can get Tortoisesvn from here:https://tortoisesvn.net/downloads.html

    I'm looking for a way to make it easier to download, thank you for your feedback!

  24. #24
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    I'm not that familiar with SVN or Git, but thanks for the advice

    Can't wait to test this plugin

  25. #25
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    I downloaded the latest 4.11 plugin from your svn Rev. 25 it compiles fine,
    and BVH works fine
    But,
    The Networked version does not.
    It connects to the socket and binds to the correct port but cannot find the named avatar.
    The exact setup works with the 4.10 plugin. We are using a C++ project to compile.
    Any suggestion would be much appreciated.
    Last edited by vkirazian; 04-04-2016 at 04:50 PM.

  26. #26
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    Hi Vic Kirazian!

    Thank you very much for your feedback!
    The 4.11 version has made a lot of changes, so the plugin code has been unable to work properly, which led to this bug.
    I have fixed it and submitted it to SVN server. Please download the latest version of the plugin.

  27. #27
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    Hi all!
    In order to facilitate everyone to download the plugin, I added a Dropbox link:
    https://www.dropbox.com/sh/5ki8orljzkmgf4y/AADxLMZM_Yxy52ycdMdrhxnUa?dl=0

  28. #28
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    Hi All,

    I've been messing with the plugin for a few days now and have come across an issue. It appears that the plugin is driving both bone translation and bone orientations in Unreal 4. This is altering our characters proportions (the character joints are being translated to match what is in Axis) and in some cases causing odd deformations (neck sunk into the torso). As an extreme test, I changed the leg proportions of a character in Maya and you can see he returns to normal size when controlled by PN (bones are moving back). The only way I have seen to fix this is to adjust in the Body Size Manager in Axis. Is there a way to disable this in the plugin?
    Name:  PN.jpg
Views: 3778
Size:  158.5 KB

    Thanks!

  29. #29
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    Hi Jaidek,
    By default, the plugin will adjustment the model's height base on the person`s height who is wearing Perception Neuron. It can realize the precise positioning of the position in the VR world.
    This is "Displacement" a important feature of AXIS.
    If you don't want to use this feature, you can turn it off in the Settings of AXIS.
    Name:  QQ图片20160407134811.png
Views: 3811
Size:  20.9 KB
    Last edited by Weibo; 04-07-2016 at 09:11 AM.

  30. #30
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    Hey Weibo,

    That seem to have fixed the issue! Thank you very much!

  31. #31
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    Hey! I've tried using the plugin with 4.11.1, and with BP-only projects it works perfectly, thanks so much for sharing this!

    However, I encountered a problem when adding C++ to the project, I get the error that "The following modules are missing or built with a different engine version: UE4Editor-PerceptionNeuronRuntime.dll and UE4Editor-PerceptionNeuronEditor.dll". If I try to rebuild them-it fails; but a full rebuild from inside of Visual Studio succeeds (I suppose it doesn't try to rebuild the plugins?). Not sure if there is a solution or I'd just have to wait for a newer version of the plugin.

    Cheers!

  32. #32
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    Hi Weibo,

    Thanks for the plugin; saved me some time from writing it myself
    Just confirming here, so is it possible for me to wear the suit and directly input my character's positional data into unreal, like you've shown in the GDC demo of yours?

  33. #33
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    Quote Originally Posted by mdhananjay View Post
    Hi Weibo,

    Thanks for the plugin; saved me some time from writing it myself
    Just confirming here, so is it possible for me to wear the suit and directly input my character's positional data into unreal, like you've shown in the GDC demo of yours?

    Yes, of course you can.
    Link your suit to AXIS and you can do that.

  34. #34
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    Quote Originally Posted by Kassym123 View Post
    Hey! I've tried using the plugin with 4.11.1, and with BP-only projects it works perfectly, thanks so much for sharing this!

    However, I encountered a problem when adding C++ to the project, I get the error that "The following modules are missing or built with a different engine version: UE4Editor-PerceptionNeuronRuntime.dll and UE4Editor-PerceptionNeuronEditor.dll". If I try to rebuild them-it fails; but a full rebuild from inside of Visual Studio succeeds (I suppose it doesn't try to rebuild the plugins?). Not sure if there is a solution or I'd just have to wait for a newer version of the plugin.

    Cheers!
    Thank you very much for your feedback! I'm going to find out the reason for this problem, please wait for my good news.

  35. #35
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    Hi Weibo, Thanks a lot for the plugin. I tried it out and it worked right away with my VR first person character which is fantastic,
    but now I'm at the point where I want to make it work with networking and I'm running into a problem.

    If i try to launch the game with the editor from command line which i often do to test out my networking setups, it doesn't work and gives these errors in the log.
    I tried it with the demo project you provided, and i get the same errors.

    I'm wondering if there is something I can include in the packaging options from my project settings etc that will make it work from the editor, and not having to cook the whole project.

    I tried:

    cd "C:\Program Files\Unreal Engine\4.11\Engine\Binaries\Win64"
    start /b UE4Editor.exe "C:\Users\Admin\Documents\Unreal Projects\Demo\Demo.uproject" TestMap?listen -log

    errors:

    Name:  error.1.jpg
Views: 3483
Size:  44.4 KB

    Name:  error.2.jpg
Views: 3484
Size:  30.4 KB

    Do you get the same thing when you try an external UE4Editor.exe command, and do you see any way around it?
    Would really help with using this with networking if we can launch external listen servers/clients.

  36. #36
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    One other question I have about using this with VR. The accumulated drift seems to become too much too quickly to be usable in VR. I often find myself going back into the axis neuron software and hitting the 'zero' button to zero out the drift and reset my character. Would it be possible to include a function we could call from unreal that would run the 'zero' button functionality from the axis neuron software?

    This button in axis neuron:
    Name:  zero.drift.jpg
Views: 3403
Size:  8.0 KB

  37. #37
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    I tried installing the plugin as described, but I always get the error that the plugin can't be loaded and is incompatible with this version.

    I'm using the 4.11 Plugin and 4.11.2 Engine

  38. #38
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    Quote Originally Posted by SkaveRat View Post
    I tried installing the plugin as described, but I always get the error that the plugin can't be loaded and is incompatible with this version.

    I'm using the 4.11 Plugin and 4.11.2 Engine
    Hi,
    The latest version on the SVN server is R28.
    Check if you are using the latest version please.

  39. #39
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    Quote Originally Posted by alltrueist View Post
    One other question I have about using this with VR. The accumulated drift seems to become too much too quickly to be usable in VR. I often find myself going back into the axis neuron software and hitting the 'zero' button to zero out the drift and reset my character. Would it be possible to include a function we could call from unreal that would run the 'zero' button functionality from the axis neuron software?

    This button in axis neuron:
    Name:  zero.drift.jpg
Views: 3403
Size:  8.0 KB
    Hi alltrueist,
    The plugin only can receive animation data from Axis, but can not send command to Axis.
    Axis did not provide such functionality.

  40. #40
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    Quote Originally Posted by Weibo View Post
    Thank you very much for your feedback! I'm going to find out the reason for this problem, please wait for my good news.
    Hi Kassym123,
    I add new C++ class into the project and then click Compile button, it build successfully.

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