Perception Neuron Template

@spaceharry: It is the same :slight_smile:
Or did you mean the new official plugin from Weibo here:
https://forums.unrealengine.com/showthread.php?103698-PerceptionNeuron-Unreal4-plugin

Best regards
Heiko aka Cyxx

Oh ok :). Beautiful things you guys did!

v0.5.0 released

**Changes since last version:
**
Changes plugin v0.3.0:

  • Add better custom skeleton handling. No need to map bone coordinate systems by hand anymore, just map the bone names in anim and event graph.
  • Mark old neuron read functions as deprecated
  • Add BVH player rewind node
  • NeuronRead functions are now able to read the skeleton translation and rotation in component space
  • Compile pre build libraries with UE4.10
  • Further comments and minor improvements

Changes template v0.5.0:

  • Cleanup of all Animation BP and switch to new NeuronReadArray function which improves the support of custom skeletons.
  • Remove old custom bone mapping functions (are now deprecated)
  • Add function in Animation BP to remove pelvis drift on ground
  • Change project to UE 4.10
  • Update to Plugin v0.3.0

Recording solution

Here a video of my new recording enhancements in the template/plugin.
Sorry, currently not part of the free version. Send me a PM if you are interested.

Mmmhh…Testing it right now:

I’m on 4.11 Preview 8, I set Axis to broadcast at ip 127.0.0.1 with port 7001 and I’m using the template done by Heiko, but if I hit play on Axis and then on UE4 nothing happens…looks like there’s something wrong somewhere and I can’t figure it out :frowning:

What should I check?

I already changed the Neuron Anim Blueprint to use the BP Network but doesn’t work…

Could you help me out guys? :slight_smile:

I just tried the template and UE4.11p8 again.
But no problem, everything seem to work fine.
Did you set in Axis Neuron the broadcasting to TCP, BVH, port 7001 and format ‘String’?
Does the local animation player on the purple Neuron character work and only the network fails?
Best regards
Heiko

My bad, I forgot the “String” setup!
It works and it’s pretty good :slight_smile:

By the way, other then the recording inside UE4 ( which is quite interesting ) there are any additional features? I’m really interested in having a faster iteraction between the realtime movement and Axis receiving the signal, and right now thew latency is a bit annoying…
Any chance you unlock/hacked the suit in order to get raw data without Axis? that would be sweet!
In case please send me a PM with the features detail, I’m quite interested in new plugins development, also because I’m about to connect the suit with the GearVR and then a custom HMD, so a faster response from the suit inside the EU4 environment is vital for my project :slight_smile:

Edit: I also notice that the newer version of the Mannequin ( the one on the right ) has some weird joints orientation on the clavicle and forearms.

Making great progress with your plugin, and now a have a blueprint networked game working with my neuron suits.

However, I’m now getting this error with Unreal 4.11.2, when building a new project from your v5 template.

c09573960b1f10b7a70fa133464822945a7fb0ac.jpeg

But, when I choose to recompile from the prompt, I get another prompt telling me to recompile manually.

0fbc527f4c63bfec1dda3a67c9151881cfef9f19.jpeg

I’m new to the C++ side of things, and have started a download of 4.11 from github. Do i just put the Plugins
directory in the github repository and rebuild the engine to recompile these?

Hi alltrueist
I have uploaded a new 4.11 version on GitHub, compiled with the latest 4.11.2.
The last ones were compiled with 4.11p8.
Please try again.
Best
Heiko

That fixed it. Thanks.

I feel like I’m only missing a small thing, but the movements aren’t mapping properly to my custom mesh. I’ve followed the 0.3.0 instructions and gone over everything several times; all the bones are getting data, they all (except hips) are set to ignore transform, they don’t have any default rotation and still it’s a mess. I’m using an auto-rigged mesh from Mixamo Fuse, if that gives anyone a clue.

Hi MrCheese,
for custom rigs you have to map the bone names at the moment in two lists.
On each node in the Anim Graph and in the Bone Map Array in the Event Graph.
Hope this helps.
Best regards
Cyxx

Cyxx,

Thanks for replying. I’ve done that, triple checked it. I’ve put my model in to your example and it looks like the bones are backwards or something, looks like I might have to learn rigging after all.

MrCheese, if you want I can have a look into your character. Just send me a link with it as PM.

Ok, I’ve changed the Rotate Order to match the one in the Neuron output settings and it made no difference. The bones are definitely all rotating in the opposite direction.

MrCheese, thanks for the model. I send you the working project as a PM.

Cyxx very kindly and quickly found the problem: “Inverse Forward” was enabled on the “Read Neuron Motion Array” BP node in the event graph. I thought I’d say it here, in case anyone else needs the same help.

Thanks again!

I’m still having trouble just getting Axis to talk to the Unreal plugin, but I’m pretty sure something is off in my settings. Could you take a look and tell me if anything jumps out to you as wrong? I am using Axis version 3.6.32… and your 4.10 template in Unreal.
broadcasting_settings.jpg
ec0b6978b07b9709cbf8b3bb683654781c5d6509.jpeg

Thanks.

Hi MattMerrill
please change under Broadcasting to TCP protocol and the BVH format to String.
Best
Heiko

Axis1.jpg
Axis2.jpg

That did it. Thanks!