No. I don’t think FK makes sense, because it would be much less accurate. You would get smooth arms, but palms wouldn’t follow real palms positions.
In current implementation, trackers aren’t used to calculate elbow position directly. It works like [Vive Tracker] –> [upperarm transform if necessary] –> [lowerarm transform] –> [elbow position = location of lowerarm bone]. It’s not real IK, because it follows FK.
You can actually calculate FK-upperarm, and you don’t need to modify sources for that. You can do it in animation blueprint:
It seems that I spent too much time with this project, so I can’t actually see what’s wrong and what’s ok. Could you please explain me in detailes what should be fixed? Time at video + current behaviour + desired behaviour?
Hmm wow, the arms look really good from what I’m seeing considering the fact that you don’t have elbow trackers. I’m loving it. Though the spine looked really good from what you showed, I need to see how it looks when you bend backwards. But every pose you showed was definitely a HUGE improvement, no more annoying arm bending issues
Ok I’ll stop pestering you about the FK solution now lmaoo, thank you for proving me wrong
Downloaded again after I updated the plugin, results:
If I have Enable Scaling on, the issue with the elbows is still there ( tested with and without trackers on elbows )
If I have Enable Scaling off, the issue with the elbows disappear, although there is some slight bend when you have your arms raised, but is a great improvement overall
I also tried the “Uniform scale based” options while still using the Enable Scaling on, but got the same elbow issues.
Definitively better, and as of now I don’t really need to use Enable Scaling, but it would be nice if it will be resolved ( or if I just need to tweak the arm coefficient is enough ).
Waiting for @GavinCrout1030 to see if he also has the same issues or not.
Here’s a video. This update was great, still some problems here and there but I’m very very happy with the overall results. Lemme point out that the spine was the best improvement that you made, I’m extremely happy with the spine, it makes my data look 10X better. Also love what you did with the clavicles.
Enable Scaling on is basically history repeating itself (with the arms). It’s the same as previous version
Enable Scaling off is great, arm stretching works when I bring my arms down to a A-pose. But when I bring my arms up, I get the non arm stretching problem.
Overall, great update! Once you fix the arm stretching (while the arms go up), it’ll be an extremely accurate system for motion capture
It’s great that Gavin and ER are helping him to work the bugs out. Can’t wait to try the lastes update demoo. This will be a great addition to my ipi mocap system
It seems like you’ll eventually fix the arm stretching problem very soon. I’ve been creating data with this plugin for the past 3 hours and there’s only one more aspect that can be better. The clavicles.
With Orion, it was possible to track the shoulders going up without moving the arms. I don’t know what type of algorithms they must’ve done through making it, hopefully it wasn’t too hard. But I’m guessing that you can use the position of the elbow trackers to help make the clavicle solver. As of now, when I move my clavicles up, my arms bend because the wands come up but there isn’t a solver for the clavicles, so the arm solver plays its part and bends the arm.
I think a solver for the clavicles will definitely COMPLETELY get rid of the any arm bending issues that occur.
But other than that, I’m loving the results that I’m getting, And the spine is impeccable. After I increased the bending multiplier for the spine, I got very accurate results
Actually, I know - or at least have an idea - how to improve shoulders significantly. Not like Orion do that, but based on information from arm trackers, when they’re attached to upperarms. First test this morning were very good, but I have another work, so update in the next few days is unlikely.
Oh, so we’re going to need 2 more trackers. Let’s pray that the Vive Trackers will be on sale on Black Friday. Was planning on getting 2 more trackers for the knees but clavicles are definitely more important
What about the elbows? Elbows are the most important unless the upper-arm trackers can track both the elbows and the clavicles well.
BTW, the developer of VRIK sent me a script that lets the upper-arm rotate towards the elbow target (elbow tracker), and elbows rotate towards the hand target (Vive Wands). http://root-motion.com/qa/index.php?qa=2658&qa_1=vrik-for-motion-capture
The accuracy was phenomenal, I’ll have to send you a video to convince you that it’s probably a better option for us Mocap-only users. You were right about this aspect, it lacks hand position accuracy but that’s easy for mocap users to edit, I would rather edit the hands than the elbows.
Please consider making that an option for us, some might prefer the CCDIK solution and others the FK-like solution. It would be great if we had both at our disposal. I personally like the FK-like solution more, saves me so much hassle while I’m cleaning the data. Less glitchy and super accurate for the elbows and upper-arm. Also, I was thinking the clavicles would thrive from that solution as well. So the clavicles would rotate towards the upper-arm target
Elbows are tracked by upperarm trackers as well. I think, my solver for collarbones works fine now, and today I fixed (eventually!) the issue with arms streching. At least I hope so. But I need time to polish it and make sure that it works in all regimes (non-scaled + trackers attached to different bones etc).
Just when I thought the spine was flawless, I ran into a big problem. When I simply nod (rotate) my head, the spine also moves as well. I understand why that’s the case because the head has to work together with the pelvis tracker to help the spine tracking. I just ordered another Tracker.
For the people who were contemplating on having 1 or 2 trackers for the spine, just get the 2nd tracker, it’s more accurate and it’ll save you more time when cleaning up your data. The quality (with 1 tracker) might be great for VR games but not for mocap
Hey , is it possible to use the “Vive Mocap Kit” like Brekel OpenVR? Can I record the tracking data from the HMD, wands and trackers using Sequence Recorder?