ViveMocapKit_ProjectSVRI_423 UpperArmLeft will drive the Rigcage controller wrongly
There is a compiler error in the latest project ~
When I use ue4 for mac ďźclick install to Engine in Libraryďźthere is no response ď˝ď˝ other plugin like steamVR input is ok
Should be fixed with lastest update.
Updated link for the project: ViveMocapKit_Project_423_02.zip - Google Drive
Officially, Mac isnât supported - and it isnât supported for SteamVR Input plugin as well, so I donât know how it was installed, but still. I donât have Mac and canât compilte the plugin for Mac. Sorry.
Hello!
I want to make a real time playback system use the captured system you made.
I made a simple version which use the âSave Pose Snapshotâ node in the Capture Pawn blueprint. Load it by snapshotâs name in ABP_Mannequin so i can record and play the last motion i did.
But now i want to record different motion and allocate them to different models in run-time and i have no idea of it.Maybe you have some nice ideas for me to solve this problem.
HI!
I want to change my export animtion sequenceâs framerate. Like: 30fps to 25fps
How can I do?
For real-time, you can use âCopy Skeletal Mesh Poseâ node (take a look at any _Clone anim blueprint in ViveMocap demo project). For other cases, itâs better to use Sequence Recorder (Take Recorder in Unreal Engine | Unreal Engine 5.3 Documentation).
Itâs not possible to modify framerate of already captured animaton, but you can change recording framerate:
Window -> Sequence Recorder -> âSequence Recordingâ rollout -> âDefault Animation Settingsâ group.
Do you have any methods to record the animations & export fbx in UE4 Runtime ďź
Sequence Recorder module is part of UEditor, it doesnât exist in compiled project. The only way is to re-create animation recording from scratch in C++.
Hello,
we have been integrating your plugin into an existing project previously used with Ikinema.
We have been following your Youtube video on the setup in a new project (Vive Mocap: body tracking setup - YouTube) and the Simple Demo Project as reference.
Controlling the character works, however only with limited success. Every test run only one leg is moving with its tracker and the direction of body parts sometimes changes on movements uncontrollably, for example the lower leg sometimes faces the wrong direction. As we found out, this is also the case in the simple demo project, however tracking works in the Demo Project for motion capture. We tried to find out the relevant differences causing this problem but did not succeed. What are the differences, that lead to such unreliable tracking in one project and good tracking in the other? What do we need to change?
Some additional Information:
We are using two trackers at the feet, one at pelvis, two controllers for hands, and a HMD. We are using Unreal Engine Version 4.22.
I also attached important pieces of code. DoCalibration is called when pressing the trigger on our controller.
What pose do you use for calibration? In past, A-pose was partially supported and I used it in âSimple demo projectâ. But now T-Pose is required for proper calibration.
For faster response please write me at [EMAIL=âykasczc@gmail.comâ]ykasczc@gmail.com
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âââââââSo after finding out Ikinima is RIP thought i was screwed with VR mocap, this seems like a awesome plugin. but as looking to get the system soon ive been confused by exactly what valve/htc headsets are supported. there is like 5 now and idk if theres like some departure between HTC and valve since the release of the valve index as HTC does not seem to sell the index? So is will it be a safe bet this will work with the valve index or should i only be looking to get the original HTC Vive/ vive pro?does the valve index support the HTC vive Trackers? i think the base stations are the same but i dont know the intricacy. thanks in advanced.
All SteamVR headsets are supported (Vive, Vive Pro, Index, Pimax). Note that old headsets (like Vive) and all trackers (with grey logo triangle) work with base stations v1.0. For newer headsets and trackers (with blue logo) you need BS 2.0.
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I wrote you via e-mail, but didn´t receive any answer from you, so I write here again.
We use the T-pose for calibration, so it can´t be the reason. What other differences are there?
Hello,
Iâve tried to run the Project and it keeps on crushing on startup.
Do you know what can be wrong?
Seems like itâs due to WorldGridMaterial, but all the other projects seem to be running smoothly
log:
LoginId:6f8e746b499306abf7bb7b85b585052b
EpicAccountId:34a58ebc3bf64285953b5580e112c7e0
Assertion failed: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 2066] Failed to compile default material /Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial!
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Just answered on e-mail. Sorry for delay.
Try to delete âIntermediateâ and âSavedâ folders and change project version (for example, set it to 4.22, launch and compile shaders, then update it to 4.23 and recompile shaders again).
Experimental export of animation to .BVH format was added in todayâs update. Tested with Autodesk Motion Builder 2015 and Blender.