Yes. I also disabled SteamVR Input plugin.
This error happens once, I believe, bacause first Tick in animation blueprint happens before initialization of CaptureDevice component. Just add “Is Valid (CaptureDevice)” node before “Set Is Capturing”.
Yes. I also disabled SteamVR Input plugin.
This error happens once, I believe, bacause first Tick in animation blueprint happens before initialization of CaptureDevice component. Just add “Is Valid (CaptureDevice)” node before “Set Is Capturing”.
It works after disabled SteamVR Input plugin!
Thank you!
Will 4.23 demo be released soon?
In the weekend, hopefully.
Here is project for 4.23 with fixed non-HMD map: ViveMocapKit_ProjectSteamVRInput_423.zip - Google Drive
Requires Valve SteamVR Input plugin.
Hi **, **
Thanks for the update.
I encountered some problems in the 4.23 demo:
**1. I can’t press “Next” on the menu panel in the HMD map with index controller. **
2. And in No-HMD map, fingers tracking doesn’t work.
3.I noticed that in No-HMD map foot tracking jitter more easily than in 4.22 HMD demo map.
hi.i just bought the plugin.
here’s a question.i have 8 vive trackers.and i don’t want to use hmd.
i seen this video in your youtube :Vive Mocap Kit - capture animation with Vive Trackers and with no VR headset
(Vive Mocap Kit - capture animation with Vive Trackers and with no VR headset - YouTube)
how can i get into this setting mode?
thank you!
You can download the demo project in the first page of this post and install SteamVR Input Plugin(Seach in Marketplace).
And then open the No-HMD map in the demo project.
Hi,
As I have a lot a new customers, I’d like to ask two questions for all owners (or potential owners) of my plugin using it for animation capture:
I’m thinking about using headset in calibration even for no-HMD mode. I believe, calibration in VR headset is easier and more accurate. I. e. setup is fully similar to default map with HMD, but you also need one tracker attached to head. After calibration, you can take off headset.
(Done)
Another idea: more complicated setup supporting more then one tracker to capture the same bone. Using two trackers attached, let’s say, to pelvis, would allow to improve accuracy, decrease possible glitches and avoid occlustion?
What do you think about it?
Hi @,
Sorry for late replying.
Problem 1 & 2 are solved. Thank you!
And about the question related to No-hmd Map, I wonder if I take tracker back after headset calibration, the tracker position will need to be exactly the same? Because every time I wear the head tracker, the position might slightly different…
Besides the question above, I recently find leg mocap jitter easily, even when trackers are tied, and with or without thigh trackers. you can see the video here:
Do you have any suggestion to help me improve this?
Yes, that’s why I didn’t use this approach before. But it’s easier to calibrate all bones neatly in VR, so - even at the cost of less accurate head calibration after removing headset - probably it worth it. Also, you can ask somebody else to wear on headset/controllers and guide you in a process of calibration.
This mode is already implemented in the executable demo, so you can try it.
Earlier I optimized leg solver for better accuracy with additional knee tracker, but it caused this unwanted behaviour with simple IK solver. Working to decrease this effect. Going to release update at the next week (also, with new function for VR gloves): https://youtu.be/A84-mCBfnyA
Not sure, but right now you can try this: https://sun9-28.userapi.com/c854320/…1SpvQhX6iE.jpg
Just submitted update. Changes: new algorithm to detect trackers attached to pelvis and ribcage + general smoothing filter + feet filter.
How can i capture animation At the noHMD map ? Could you please show me a new video?
I updated ViveMocap project for 4.23 (+ project using Valve SteamVR Input plugin) with follow changes:
I also fixed issue with mixing up of trackers and controllers for trackers. It still don’t work for controllers, but I’ll fix it in the next update. For now, use the follow sequence to avoid problems:
Please download new project if you used VMK for motion capture.
What can be done to have the hands follow the controller better? I’m always having a big offset and haven’t been able to fix it with the manual calibration. The picture is with the mocap project for 4.22 and upper body tracking only (no elbow or shoulder trackers). Scaling is on and I’m rather tall with long arms (just below 2m). Depending on how I move the hand the controller will be left or right of the hand instead of matching the position. Index controllers are used here, are they a possible cause?
I also tried with a different human rig following the “setup custom skeletal mesh” video but the offsets were far worse with that. Tried it with upper arm tracker was well but booth the upper arm and hand tracker had double the offset of the picture. Anyone got an idea whats the possible cause for the big offsets?
Manual calibration didn’t work well. I fixed it, but only in demo project for UE4.23.
Still, I never saw such offsets with any mesh. Could you make a video with calibration in T pose?
Ok I did switch to UE4.23 and the tracking is good there with the default setup using the full body. If switching to upper body only during setup it still has some offset but I can work with the full body tracking option.
Whats left is the offset when using a different mesh. At the end of the calibration the arms jump up like here:
My guess is it’s related to the default pose which is the A pose for that character. I did change the animations to her TPose animation (1xBP_ManualCalibration class default settings, 1x ABP_Mannequin anim graph). Is there another step required to whats shown in the video when setting up an A pose character?
I tried out the demo. But it doesn’t seem to work for me. I’m on a vive with index controllers, 2 feet trackers and a pelvis tracker. I get the same result as seen in this video that someone posted as a question on the marketplace page: Vive Mocap Kit Calibration Help - YouTube
Do you know what could be causing this problem or how I could get around ti? Thanks.
@anonymous_user_c62fd376
It’s enough to set T-pose in anim blueprint, you can keep A-pose in manual calibration blueprint.
I see two possible explanations: 1) for some reason, it calibrates other bones then hands (for example, lowerarms) to motion controllers. If you clicked manual calibration, trackers and controllers at calibration mesh have labels with names of bones. Are they correct? 2) something is wrong in auto-rig. Could you send me screenshot of the skeleton hierarchy and also screenshot of bones map in a skeleon preset actor? If it’s possible for you to send the mesh itself, it would help a lot. My e-mail: ykasczc@gmail.com
The labels shown during manual calibration are correct with hand l and hand r.
I have sent the files to your e-mail.