Vive Mocap Kit - Support

The NoHDM map works very well. Not being tethered is pretty awesome. Can the saved calibration files be used over and over again ( with different sessions) or just saved for that session? IF saved, where does it save?

The BVH export also works very well. Its a very easy way to send and characterize in Motionbuilder. Very good!

It should be available in a new session. Calibration is saved to file [ViveMocap folder]/Saved/SaveGames/calibration.sav.

We have been using the plugin for about 2 weeks and have had no issues setting up the UE Mannequin in the NoHMDMocapMap level (from the sample project, version 4.23). We start getting all sorts of issues when we try to use a custom mesh:


Actor in TPose

The setup we are using is:
1 x Head
2 x Upperarm
2 x Hands
2 x Feet
1 x Pelvis

We followed the custom mesh setup tutorial and have exhausted all troubleshooting we can think of; Do you have any insights as to where the problem may be?

Very good. Thank you. What settings do you use to keep HDM from going to sleep and shutting off trackers/controllers during captures?

I don’t know, my headset just doesn’t turn off trackers. But you can try this: Using HTC Vive Trackers without Headset | vvvv

Can you send me this 3d model for tests (via private message)?

Hi, where is “simple smooth” ? I can’t find it in BP_CapturePawn

thank you:)

15.png

Settigns of Capture Device

Noskeleton.JPG
Why I can’t found my skeleton

Make sure you selected Retarget Base Pose:
https://docs.unrealengine.com/Images/Engine/Animation/Persona/BasePoseManager/RetargetedBasePose.jpg
https://docs.unrealengine.com/Images/Engine/Animation/Persona/BasePoseManager/UseCurrentPose.jpg

https://forums.unrealengine.com/filedata/fetch?type=thumb
6dbc1cab14bf69e839a385470b23305c52e2bfd8.jpeg
I think I have set it well but my leg still weird
How can I fix it

Is it Paragon skeletal mesh?

Yes it is from Paragon

Some paragon skeletons have sockets named like bones (foot_r and foot_l). If so, remove or rename them.

Hi, I’m try to add custom skeleton mesh follow your documents, but the characters are distorted(For example the legs are stretched)
How should I deal with this problem?
Thx~

Also,I found that the defalt character(Mannequin)also be stretched when we change other people (Different arm lengths)


WX20200103160843.jpg

When I restart Unreal the Records always deleted
Have any way to keep it?

click “SAVE ALL”

  1. 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?

It is of great use for our work.

It is always Crash when I export animation from Paragon model to BVH
Maybe it is a bug
Can it be fixed?

Hi after I update the plug-in my old project it comes to be compilation error
I download the New Demo project >>> 4.23 for Valve SteamVR Input for Unreal plugin Non-HMD map fixed
and use the same way to setup custom skeletal mesh to capture
but it comes wrong like this
1064b24d5d82dddfdc27bc8c8b41ae49675575cc.jpeg
if I use restore Calibration and it just can work but it still strange

https://forums.unrealengine.com/filedata/fetch?type=thumb