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I’m sorry, it’s my mistake. Please follow this instruction:
I’ll reupload the project soon.
@ I see! Thank you very much, it works now.
Mocap demo project for 4.20 is updated. I also added ‘Enable Scaling’ checkbox in the VR menu.
Hi @ I just bought your IK Body plugin. We’re not very satisfied with the upper body pose, such that there are no pelvis tracker so the shoulder and arm location is weird.
So I also bought your mocap plugin, is there a way to combine these two plugins? We wish to attach a tracker on pelvis to ensure the upper body mocap, however the lower body part can just be IK animation, could you please give us some tips?
You can combine strafe animation for legs and pose from the plugin by using ‘Layered Blend Per Bone’ node. Try to blend PoseSnapshot to the first spine bone (set checkbox to blend in component space). It should work.
Hi @ , I just sent you a PM with a little issue over the last update ( Flexible Torso )
Update 2018/09/04 (4.19 and 4.20)
Function SetTrackersData added to CaptureDevice component. Useful to load trackers calibration data after moving to new level.
CalibrateToPelvisWithOneTorsoTracker (boolean) parameter added to CaptureDevice component. Enable it to force calibration of single torso tracker to pelvis.
Fixed: flexible torso from pelvis and head with enabled scaling.
Fixed: flexible torso from pelvis and head when ribcage bone and pelvis bone have different axes orientation.
Fixed: elbow position for stretched out arms (when elbows are tracked).
Updated twists bones system.
Manual bones transformation in animation blueprint isn’t necessary anymore. Instead, twist bones are calculated by coefficients. If you want to animate twist bones, setup them in Preset actor or CaptureDevice settings.
Coefficients can take values from -1 to 1.
0 - no twist applied;
1 - full delta roll applied.
For example, UE4 Mannequin has single twist bone at lowerarm. Coefficient .75 means that twist bone takes 75% of delta roll rotation between lowerarm bone and hand bone.
Number’s sign depends on bone orientation and skeletal mesh skinning. If twist bone rotates in wrong direction, you’d need to change + -> - or - -> +.
Demo projects for 4.19 and 4.20 were updated!
Hi @
would you be, in general, up to adjust one or two characters that we want to use to be as easily to set up for calibration as the UE4 mannequin? That would be paid of course.
Cheers!
Yes, of course. Please write me at ykasczc@gmail.com.
Hey ,
I want to test the mocap setup, but I would like to do that using just Vive trackers ( also for the Head and hands ), meaning that I won’t use the Vive Headset at all,
Since the calibration is done in VR, is there an alternative way to do the calibration and to start recording the mocap without the VR headset? also for starting the recording, since I won’t have any buttons or point and click option, is there a “look at the button for 2 seconds to start recording” available, or needs to be done?
[USER=“2200”]Enter Reality[/USER] ,
It’s a sore subject. Technically, еру здгпшт support capture without headset and/or controllers (you need to set two checkboxes in CaptureDevice’ settings).
But
a. Read this: Run SteamVR without HMD? :: SteamVR Developer Hardware General Discussions
b. Take a look at ‘NoHMDMocapMap’ level in ‘ViveMocap’ demo project. Main problem is a calibration. I just don’t know a convenient way for it. I don’t think that my calibration method is fine, and I also didn’t check this map for a long time, so something could be broken there.
If you had any suggestion how to implement calibration and capture without headset and motion controllers - please write me. I’d add it to the project.
The main purpose is to be able to get mocap animations without the need ot wearing the HMD ( but still plugged in ), so that the entire mocap could be performed only with Vive Trackers.
Sorry but I migrate the mocap map to a new project, so I completely forgot that the NoHMDMocapMap was there, my bad
As for the calibration without the HMD, I’m currently implementing a setup in the BP_CapturePawn ( still in VR, but the same method could be used also for non VR projects ), where if the user is overlapping all the trackers/controllers, the calibration will happen, otherwise there will be an onscreen message, saying that a tracker/controller ( also indicating which one ), is not overlapping…of course for the alignment will be done by looking at a monitor to see their world space compared to the human figure for the alignment, and the human figure itself will be hidden ( after the first time you hit trigger and the scale is set ), so you will only have the trackers/controllers in the proper place shown ( basically attached onto the human figure hands/pelvis/feet ), and as soon as they’re overlapped by the realtime trackers/controllers, the material on those will turn to a glowing/pulsing shader, so that its clear that they’re overlapping.
Once every tracker is overlapped and the trigger is squeezed once again, the calibration will go thru.
Its a very simple setup, but for non-VR mocap would be great to have this method of alignment and possibility of recording mocap on the fly.
Hello @,
we’re working with other objects in our project setup and the auomatically created trackers are getting in the way of things. Is there a way to have more control over that? I would like to say that i.e. a maximum of 4 trackers are being assigned to the mocap system or that I specifically can take one tracker out of the mocap system (like Special 1) because I want to use that tracker myself to capture an object. Currently I always have a tracker appearing on my tracked object. I also noticed that Vive Trackers are being tracked with “Disable Low Latency Update” true, can this also be exposed to be configurable? (I assume it leads to smoother Mocap, but for my object I want to either deactivate it for one Tracker or hide/remove/disable that tracker like described above).
And that request about the character adjustment, we’re still debating in what direction this project is going to go now (tech-wise etc). So if we need those characers adjusted I’ll write you at the mail you provided, thank you!
There is a special function for input from any Scene Components. You can manually add motion controller components in your pawn blueprint and call it after initial setup (at the end of BeginPlay): https://sun1-7.userapi.com/c831508/v831508395/1a84d2/RCcMeQkjY_4.jpg
As a result, CaptureDevice will only use specified controllers. You also can use it if you need to capture animation from non-SteamVR system, like OptiTrack or Vicon.
No, this feature don’t break smoothness, and you can simply enable it in the BP_CapturePawn if you need. But low latency update works only for motion controllers and their child components, and avatar skeletal mesh isn’t attached to motion controllers. So low latency update is useless in this case.
Ok, I’ll see. But unlikely at this week.
Thanks, take your time
Did you get around to see why the arms are not fully straight when the motion controllers are beside the body?
I used the “Torso offset”, which does work, but the downside is that I have the dead between the clavicles, so not ideal.
It would be great to have this fixed, since is the only thing that is causing issues with the setup I’m currently using.
Thank you for the info! This is what I meant: https://youtu.be/ii3_MOCC4WM The blue tracker is the one created from Vive Mocap and the red one is my seperate actor with its own tracker model. That wouldn’t be a problem tho if I could let Vive Mocap not initialize this tracker. Which is what you described to me with “Initialize Input from Components”. That said I can’t get that to work properly (it does something, but not what I want). I have my feet (1 and 2), pelvis (3), the object I want to track (actually Tracker 4, so left it out of the function), Motion Controller left and right (3 and 4):
@IntervideoFilm
Hi,
For example, you have six motion controllers: five for body tracking and one attached to blue cube.
a. You already have MControllerRight and MControllerLeft. Add 4 motion controller components to BP_CapturePawn. Set MotionSource to Special 1-4.
b. In BeginPlay remove call of ‘SpawnTrackes’ function - you don’t need it anymore, because the pawn already has motion controllers.
c. Then, you need to fgiure out what motion controller component (Special 1, 2, 3, or 4) is attached to the blue cube. For example, you can ask player to put the cube on the ground and measure changes in motion controller position (they should be nearly zero). Unfortunately, we can’t know binding between SteamVR trackers and motion controller components beforehand.
d. Finally, call ‘InitializeInputForComponents’ for all motion controllers except the one detected in the previous paragraph.
Hey @,
thanks a lot, I will give this a shot on Monday (cause workplace)!
I have been doing some more tests today, with 2 controllers and 8 trackers and purely 8 trackers (for hand tracking). I had a couple of problems that I’ve recorded.
The first setup: 2 controllers for hands. 2 tracker for feet, 2 upper legs, 1 pelvis, 2 upper arm, 1 for other object
Second setup with hand trackers: 2 trackers for hands, 2 feet, 2 upper legs, pelvis, 1 for other object
Right hand offset + calibration glitch (Vive Mocap Kit - Right hand offset + Calibration glitch - YouTube)
00:10 - Foot doesn’t rotate up and down
This happens sometimes. In another video in this post the foot rotates fine.
00:50 - Right hand offset weirdly when not being at 0,0
01:38 - Right hand offset problem again after new calibration
Not sure what’s happening with the right hand there, but it’s drifting/offsetting from 0,0. Even after multiple calibration tries, the left hand is always fine. This hasn’t happened before I started using more than 4 trackers.
(Also calibration freaked out here, but it looks like I forgot to press Grip. But anyways, manual calibration can easily break the whole calibration where there is no way to fix a limb anymore because it glitches through the whole body)
Upper leg not following (Vive Mocap Kit - Upper leg not following - YouTube)
03:52 & 04:16: Upper legt doesn’t get followed properly
When I move my knee to the left or right while keeping the foot and pelvis still sometimes the leg will move properly, but more often than not it will stop moving. The tracker does get recorded tho.
Hand tracker tracking problem (Vive Mocap Kit - Hand tracker tracking problem - YouTube) (second setup here)
00:55 - Hands don’t track
I’ve tried a couple times to use trackers for hands instead of the Vive controllers. But every time I try this the trackers assign themselves to the lowerarm it looks like. I don’t know if the Vive Controllers are “in the way”, but I have to pull the trigger on them.
Cheers!
@IntervideoFilm
For hand flying away from motion controllers: 1) make sure you use the lastest version of the plugin (check it in the Launcher) and 2) set ‘Enable Scaling’ checkbox in setup menu. As you see unscaled version of avatar, it has different height and arm span - default of skeletal mesh, not yours.
For manual caliration problems: if tracker stuck at a wrong bone, grab it and move it away from avatar, and then return to a proper bone.
For using trackers for hands: this setup isn’t exposed to menu. You need to open BP_CapturePawn blueprint and manually set ‘UseTrackersForHands’ checkbox in properties of the CaptureDevice component.
For upper legs tracking: I’ll check it.