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!
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:
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?
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)
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?
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
if I use restore Calibration and it just can work but it still strange