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Just another motion capture test with trackers

My capture tool works as an UE4 project.

Elbows wasn’t tracked here. Animation is recorded in a real time. It’s quite noisy because I don’t have a proper mounts for Vive Trackers yet so they aren’t fixed good enough. Supports 3 to 8 trackers (+ controllers and HMD). I’m gonna add two more tracking points for clavicles and improve elbows prediction algorithm.

https://youtube.com/watch?v=hcJuYZFOEb8

https://youtube.com/watch?v=4Q29mrxyROk

Great stuff! Thanks for sharing.

It works pretty well, much better then Kinect even despite I still don’t have a good straps. Going to use it to capture animation for my project.

https://youtube.com/watch?v=rotTd9Yx6qA

Wow, this is awesome! Looking forward to using this as soon as possible.

Looking good dude!
How are you going to release this?

I have a minor issue with twist bones (hope to fix it today) and need to write at least short documentation (tomorrow). But there is another problem. I use 4.17 Preview, and it has a very inconvenient bug: engine crashes if both motion controllers and more then two Vive trackers are enabled.

It wasn’t as easy as I though. But now the plugin basically works and i’m planning to send it on marketplace soon. It supports different skeletons. I tested it on CAT from 3ds max which is very different from the UE4 Mannequin.
This feature is useful to capture animation directly to your skeleton and avoid additional retargeting.
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At first I was going to create custom animation node, but easier = better, isn’t it? So captured pose simply saved to PoseSnapshot.
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Slightly outdated, but mostly working executable demo is available here: Dropbox - File Deleted
Animation can’t be recorded in the executable. It also requires at least one vive tracker (or 3 to capture legs).

Wow I have just find out this, I hope you going to share it here or somewhere on marketplace.