User Tag List

Page 2 of 4 FirstFirst 1234 LastLast
Results 41 to 80 of 144

Thread: Perception Neuron Template

  1. #41
    0
    Hi SterlingY and gotgrassct
    sorry for the late answer, but I was quite busy over christmas.
    I tried to reproduce your problems with a blank UE 4.9.2 blueprint project (on a Win7 64 Bit OS). But so far, no recompliation needed.
    Steps I did:
    1. Create and start new blank blueprint project
    2. Close project, copy and unzip the plugin.
    3. Restart project, check if plugin is enabled
    4. Add blueprint nodes as described in "Blueprint Installation Notes" and configure packaging as in "Packaging Notes"
    5. Package project

    Which template did you use for your projects?
    Do you use a 64 Bit or 32 Bit Windows and which version?
    At the moment only the 64 Bit libraries are in the ZIP file.

    Best regards
    Cyxx

    Update:
    I have created new libraries for UE 4.10 => v02.0 (UE4.10)
    Last edited by Cyxx; 01-05-2016 at 02:20 PM.

  2. #42
    0
    Cyxx, thanks a ton for this amazing plugin. I just received my PN, and gave it a try. Everything worked as advertised, and I was able to get the heroTPP setup transferred and working on my character ( which also uses heroTPP).

    One question though. I noticed that in the template, the example character blueprints are dragged directly into the level and are working with the PN in that way. My character is also working with the PN that way (added directly into the level), but when I set the "default pawn class" in my Game Mode to my character Blueprint ( which works when added in the level ), the PN animation no longer translates and i get the default rest pose.

    Are there any additional steps necessary to getting the perception neuron playback working as a first person player character (when set as "default pawn class" in my game mode)?
    I tried setting the Neuron_Controller variable in the anim_instance via my characters blueprint rather than of the level blueprint, but that didn't work because I didn't have access to the BP_NetworkNeuronController class there.

    Asking because you mentioned another focus of yours was to get it working in VR. My Game Mode is a first person VR setup. Just curious if it works there too already and I'm missing something.
    Thanks again!
    Last edited by alltrueist; 01-05-2016 at 11:01 AM.

  3. #43
    0
    Hi alltrueist
    attached an example how to attach a Network Neuron Controller to the player character in the Level BP.
    And don't forget to rewire in the Anim BP from Player Controller to Network controller.
    Best regards
    Cyxx

    Level BP:
    Name:  LevelBP.png
Views: 1263
Size:  86.3 KB

    Anim BP:
    Name:  AnimBP.png
Views: 1259
Size:  203.6 KB
    Last edited by Cyxx; 01-05-2016 at 12:16 PM.

  4. #44
    0
    Working now. thanks!
    At first glance i didn't notice that you changed the direct reference to the character BP from the level BP to "get player character" .. for anyone else checking this.
    Last edited by alltrueist; 01-06-2016 at 02:12 AM.

  5. #45
    0
    Are there any reviews for the Neuron? Is it good for in-house MoCap ?

  6. #46
    0
    Quote 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!

  7. #47
    0
    Quote 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/showthread.php?89435-quot-Homebrew-quot-Motion-Captures&p=416870&viewfull=1#post416870

    I just put on the suit, calibrated, recorded. No cleaning.

  8. #48
    0
    Promoter
    Join Date
    Apr 2015
    Posts
    239
    Quote Originally Posted by btengelh View Post
    This was recorded with a 32 Neuron suit:
    https://forums.unrealengine.com/showthread.php?89435-quot-Homebrew-quot-Motion-Captures&p=416870&viewfull=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 Unreal Discord: Naveed

  9. #49
    0
    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 Images Attached Images  

  10. #50
    0
    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:
    Name:  LevelBP.png
Views: 1122
Size:  74.9 KB

    Anim BP, Eventgraph:
    Name:  AnimBP.png
Views: 1102
Size:  58.8 KB

    Anim BP, New function:
    Name:  AnimBP2.png
Views: 1123
Size:  130.9 KB

    Best regards
    Cyxx

  11. #51
    0
    This is really awesome! It's such a great thing to test your animations directly in your game environment.

  12. #52
    0
    Supporter
    Join Date
    Jan 2016
    Posts
    1
    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?

  13. #53
    0
    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

  14. #54
    0
    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!

  15. #55
    0
    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 at 08:33 AM.

  16. #56
    0
    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

  17. #57
    0
    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

  18. #58
    0
    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 .

  19. #59
    0
    Quote 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.

    -Sterling
    Run with the flock, end up a lamb chop!

    Unreal 4 in 30 Days - An Unreal Experience: https://youtu.be/DV5l7d4b9Cs

  20. #60
    0
    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 ?

  21. #61
    0
    Quote Originally Posted by codehawk64 View Post
    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 ?
    To be honest, I haven't done anything really fast, though I have seen good results from other people's boxing mocaps. My concern, which I haven't tested, but can be the same for film/video is that if you were to capture a drummer, for example, who is banging out really fast hits, you may capture a stick before and after hitting the drum pad, but not actually hitting it. in film/video this is where shutter speed helps. If the gate is open long enough, then you get the blur of the movement, which is fine for the human eye. Hopefully with motion blur in UE, you can achieve the same effect.

    A punch or kick is typically a big motion, regardless of speed, so I would guess you'll be okay. The neurons themselves seem quite durable, but I treat the with kid gloves because I don't want to have to wait for a replacement. I can't comment on impact, however. A staged fight doesn't have much impact. i wouldn't try to mocap a real fight.

    The biggest issue is keeping them away from anything that would magnetize them, but there is a tool in the software that will help fix problems cause by that. So I wouldn't worry too much.

    -Sterling
    Run with the flock, end up a lamb chop!

    Unreal 4 in 30 Days - An Unreal Experience: https://youtu.be/DV5l7d4b9Cs

  22. #62
    0
    I say 32 Sensors is the way to go if you want good looking animations since it captures also fingers pretty good, but the output is not 60fps as said by SterlingY, but 30fps recording is pretty good and yes, fast motion, kicks and so on are captured quite well...also you can use some builtin functions inside Max/Maya/Whatever to smooth out or to enhance some animations, so the difference in FPS capture for me is never an issue.

    I forgot to mention that you wil probably need to tweak some of the recorded animations, especially if you have hands close to the body or arms crossed, since they will intersect themself at some point...also fingers ( like fingers touch each other ) will be not precise, but that is also due to the body proportion of the mannequin in Axis Player.

  23. #63
    0
    Promoter
    Join Date
    Apr 2015
    Posts
    239
    Also buy a spudger, those neurons sit pretty **** tight in their mouldings when connected and getting them out is a nightmare. As SterlingY says 'treat them with kid gloves'.

    Question for you guys, Axis Neuron skeleton seems to have more bones than the UE4 skeleton, do you guys map the mocap data to the UE4 skeleton in a DCC or simply import the Axis Neuron skeleton into UE4? I'm worried if it's the latter I won't be able to use the ART.

    Trying to figure out a good workflow for mocap.
    Last edited by Naveed; 01-26-2016 at 05:56 AM.
    twitter: @NaveedHIQ Unreal Discord: Naveed

  24. #64
    0
    Quote Originally Posted by SterlingY View Post
    To be honest, I haven't done anything really fast, though I have seen good results from other people's boxing mocaps. My concern, which I haven't tested, but can be the same for film/video is that if you were to capture a drummer, for example, who is banging out really fast hits, you may capture a stick before and after hitting the drum pad, but not actually hitting it. in film/video this is where shutter speed helps. If the gate is open long enough, then you get the blur of the movement, which is fine for the human eye. Hopefully with motion blur in UE, you can achieve the same effect.

    A punch or kick is typically a big motion, regardless of speed, so I would guess you'll be okay. The neurons themselves seem quite durable, but I treat the with kid gloves because I don't want to have to wait for a replacement. I can't comment on impact, however. A staged fight doesn't have much impact. i wouldn't try to mocap a real fight.

    The biggest issue is keeping them away from anything that would magnetize them, but there is a tool in the software that will help fix problems cause by that. So I wouldn't worry too much.

    -Sterling

    Even I don't plan on actually using mocap for a real fight . In fact I wouldn't last any kind of fight . But if the mocap can respond well to fast shadow boxing and air kicking , that means its quite versatile and has greater scope of usage . Something the game dev community needs .


    Quote Originally Posted by Enter Reality View Post
    I say 32 Sensors is the way to go if you want good looking animations since it captures also fingers pretty good, but the output is not 60fps as said by SterlingY, but 30fps recording is pretty good and yes, fast motion, kicks and so on are captured quite well...also you can use some builtin functions inside Max/Maya/Whatever to smooth out or to enhance some animations, so the difference in FPS capture for me is never an issue.

    I forgot to mention that you wil probably need to tweak some of the recorded animations, especially if you have hands close to the body or arms crossed, since they will intersect themself at some point...also fingers ( like fingers touch each other ) will be not precise, but that is also due to the body proportion of the mannequin in Axis Player.
    Im well aware that we need to clean up the mocap data either in Maya,blender or motion builder for actual production use . But now we are one step closer to achieving AAA animations for our games . I can understand there are calibration tweaking for hands and fingers . 30fps sounds good enough as long as it doesn't go below that .

  25. #65
    0
    Quote Originally Posted by Naveed View Post
    Also buy a spudger, those neurons sit pretty **** tight in their mouldings when connected and getting them out is a nightmare. As SterlingY says 'treat them with kid gloves'.
    I'll keep that in mind ..

  26. #66
    0
    Quote Originally Posted by Enter Reality View Post
    I say 32 Sensors is the way to go if you want good looking animations since it captures also fingers pretty good, but the output is not 60fps as said by SterlingY, but 30fps recording is pretty good and yes, fast motion, kicks and so on are captured quite well...also you can use some builtin functions inside Max/Maya/Whatever to smooth out or to enhance some animations, so the difference in FPS capture for me is never an issue.

    I forgot to mention that you wil probably need to tweak some of the recorded animations, especially if you have hands close to the body or arms crossed, since they will intersect themself at some point...also fingers ( like fingers touch each other ) will be not precise, but that is also due to the body proportion of the mannequin in Axis Player.
    I just loaded a 31 Neuron (no prop neuron) mocap clip into Axis and it runs for about five minutes and is 18K+ frames That's 60FPS. Maybe I'm missing something, perhaps it is approximating every other frame.

    Like you said, the body proportions of the Axis mannequin are important. The best thing is to measure the actual body of the actor wearing the rig and inputting the settings into a custom body size. But there are times where you might want to make a custom size that would more accurately match the size of the CG character. This is trial and error stuff. You've got options and you have to to test what works best. Regardless, I agree that you will need to make adjustments. The Axis Avatar, for example will never have the shape of Humpty Dumpty, so unless you pad your actor with pillows, you can also bet the the arms will intersect with the CG character's belly.

    In the end, it's fun and rewarding to play around to get what you want.

    -S
    Last edited by SterlingY; 01-26-2016 at 06:06 AM.
    Run with the flock, end up a lamb chop!

    Unreal 4 in 30 Days - An Unreal Experience: https://youtu.be/DV5l7d4b9Cs

  27. #67
    0
    Does the mocap work well with epics rig ?

  28. #68
    0
    Shameless self promotion :-p

    This is a little script I wrote in Maya to retarget animations from Axis Player to the ART joint setup and I use it all the time ( with or without root motion ).

    I notice that the orientation of the mocap data is a bit random, but in the script I add the root joint ( since the exported FBX from Axis player have the Hips as the first joint in the hierarchy ) to also enable/disable root motion.

    I usually do this: import the mocap animation from Axis Player > retarget using the script > export the retargeted animation > Add the character in the scene using ART > apply the retargeted animation > tweak what I need > export into UE4.
    With Maya ( and I guess also for other DCCs ) I usually batch export the animations using the Game Exporter which also separate the animations

  29. #69
    0
    Promoter
    Join Date
    Apr 2015
    Posts
    239
    Quote Originally Posted by Enter Reality View Post
    Shameless self promotion :-p

    This is a little script I wrote in Maya to retarget animations from Axis Player to the ART joint setup and I use it all the time ( with or without root motion ).

    I notice that the orientation of the mocap data is a bit random, but in the script I add the root joint ( since the exported FBX from Axis player have the Hips as the first joint in the hierarchy ) to also enable/disable root motion.

    I usually do this: import the mocap animation from Axis Player > retarget using the script > export the retargeted animation > Add the character in the scene using ART > apply the retargeted animation > tweak what I need > export into UE4.
    With Maya ( and I guess also for other DCCs ) I usually batch export the animations using the Game Exporter which also separate the animations
    This...is...gold. You sir are a legend, thanks for sharing your workflow! Please PM me with details on how to get this script.

    Or by shameless self promotion do you mean the secret stays with you, which I'm also totally fine with
    Last edited by Naveed; 01-26-2016 at 06:49 AM.
    twitter: @NaveedHIQ Unreal Discord: Naveed

  30. #70
    0
    Quote Originally Posted by Enter Reality View Post
    Shameless self promotion :-p

    This is a little script I wrote in Maya to retarget animations from Axis Player to the ART joint setup and I use it all the time ( with or without root motion ).

    I notice that the orientation of the mocap data is a bit random, but in the script I add the root joint ( since the exported FBX from Axis player have the Hips as the first joint in the hierarchy ) to also enable/disable root motion.

    I usually do this: import the mocap animation from Axis Player > retarget using the script > export the retargeted animation > Add the character in the scene using ART > apply the retargeted animation > tweak what I need > export into UE4.
    With Maya ( and I guess also for other DCCs ) I usually batch export the animations using the Game Exporter which also separate the animations
    You should do more shameless self promotions

  31. #71
    0
    Tech demo in progress, more shameless self promotion very soon

  32. #72
    0
    Promoter
    Join Date
    Apr 2015
    Posts
    239
    Quote Originally Posted by Enter Reality View Post
    Tech demo in progress, more shameless self promotion very soon
    That script was exactly what I needed! Bridges the gap between the PN skeleton and the Epic skeleton, makes life so much easier Thanks for reaching out mate, was a pleasure talking to you and I'm super excited to see your future projects in action.
    twitter: @NaveedHIQ Unreal Discord: Naveed

  33. #73
    0
    There is one application which im really curious on how it might look like . Namely , using PN on an animal model with a normal rig . Only thing the legs and arms would be in proportions with an animal (eg bear or wolf). The animal model needs to be in a wierd human pose by default , but we will try to walk four legged to simulate that desired animal . Does anybody think this idea is valid ? If so can somebody try it out ?

  34. #74
    0
    There have been some thread on the official forum about it, and as of now you might be able to walk on 4 legs to simulate an animal behaviour, but it will look weird because of the mocap itself ( and also totally uncomfortable for the legs ).
    At the end of the day the retargeting will take care of the rotation of the joints, not the position, so proportions are not an issue.

    Best solution for me would to do use the mocap animation as "blocking" the main poses and then add good old manual keyframe animation on top of it to tweak everything.

    Or better yet, find a bear, put the suit on him and tell him what to do :P

  35. #75
    0
    Promoter
    Join Date
    Apr 2015
    Posts
    239
    Quote Originally Posted by Enter Reality View Post
    Best solution for me would to do use the mocap animation as "blocking" the main poses and then add good old manual keyframe animation on top of it to tweak everything.
    Agree with this. The PN suit was designed for biped mocaps but there's nothing stopping you from repurposing it as mentioned above. Personally I'll probably purchase a quadruped model with a handful of animations and use iKinema to create derived animations from that.

    This PN template can help with scale and prop placement as you can see yourself walking around an environment in UE4 and mark out props in your real world mocap space. Happy days.
    twitter: @NaveedHIQ Unreal Discord: Naveed

  36. #76
    0
    Supporter
    Join Date
    Dec 2015
    Posts
    1
    Cyxx Hi , I want to test a camera in real time to link to the neuron character 's head , in such a way so as to start a " game" . But I am still a beginner in UDK . Can you do that with these parameters is to prepare the demo scene.
    (Of course, pay )

  37. #77
    0
    Hey thanks a lot for the plugin. I couldn't get the official 1 to do anything but yours seems to work fine.

    I am attempting to do the same deal with VR and PR as you did in your blood mind game. Any chance you could upload your player controller for that? I was trying to setup mine with the VR template player controller to keep the head movement from being affected by the tracking but no luck so far.

  38. #78
    0
    Samaritan
    Join Date
    Mar 2014
    Posts
    139
    Hi

    Thank You for the great plugin! I have been playing with the PN and I like it very much. I have a few problems though:
    Is it possible to record the broadcast animation coming from axis directly in UE4 editor... This is possible to do with something like the kinect 2... where the data comes to the animation editor in persona and you press record and you can record the animation.. is this possible with this plugin? I could not get it to work.

    Also The other problem I have is that my animations made with axis have weird orientation, and I am having a hard time trying to retarget in motion builder... what is the proper way to export from axis so i can retarget in motionbuilder?

    Thank you again!

    Another question

    a pop up on my browser for donations keep coming up, any way to remove this?
    Last edited by catalejo; 03-08-2016 at 01:34 PM.

  39. #79
    0
    @Krisy, ZoltanJr, catalejo: I have send you a PM. Sorry for the delay.

    The donation popup can be disabled in the eventgraph.
    Last edited by Cyxx; 03-25-2016 at 08:36 AM.

  40. #80
    0
    Whats the difference between this plugin and the one from Heiko from last year?

    https://forums.unrealengine.com/showthread.php?85318-Perception-Neuron-Template

Page 2 of 4 FirstFirst 1234 LastLast

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •