Vive Mocap Kit - Support

So, it’s caused by bug. Thighs and calfs aren’t calibrated to trackers. Will be solved in the next plugin update at this week. For now, please don’t use trackers for legs (except feet). They break calibration in general.

‘UseTrackersForHands’ flag mentioned in the previous post doesn’t work as expected, so it’ll be fixed too.

Other problems should be solved by ‘Enable Scaling’ flag in the main menu.

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I managed to create a very simple calibration setup, using overlapping spheres in order to see if all the Controllers/Trackers are properly placed, and if so the calibration will happen, so in case I can share the BP setup if needed.

Will you be able to solve the “arms not fully stretched” issue within this week?
That would be great!

Sorry, I’m a bit lost. Can you describe it in details? Would it be enough if I simply add an arms scale coefficient in settings?

I mentioned the issue a bit ago, basically when you’re done with the calibration and you have your arms beside your body, the arms do not fully stretch, so you have always a bit of elbow bending going on, while in theory it should have both arms fully extended ( I’m using the ViveMocap scene as the base for the calibration setup ).
A while ago you added the “Torso Offset”, which does solve the issue, but it also puts the camera at the base of the neck, so is not ideal for what I’m doing.

I also notice on one fo the IntervideoFilm, that after the calibration they do not have the arms issue I’m having ( at least from the video looks like that, since I’m using a character with the same skeleton as the Mannequin ).
I have the plugin updated and I manually deleted all the unnecessary stuff ( from the 04/09 update ), so I’m not sure if I’m strill having some issues related to plugin update, or if the issue is still there.
I haven’t download the ViveMocap scene in a bit, so I’m not sure if the issue is solved already, or is still there.

Are you sure that you have ‘Enable Scaling’ checked? I updated demo project and added it in the menu. Ok, I’ll add a scale coefficient and we’ll see if it solve the problem.

I’ll double check, but if I remember correctly scale is enabled, and I had the same issue, so I’ll download the demo project and see if the issue there is solved, and possibly update the entire thing on my project.
I’ll keep you updated on that, thanks :slight_smile:

Checked the 4.19 Project Demo, the arms issue is not there, so I think that using the old ViveMocap scene as the base kept some unwanted things, even though I updated the plugin.
I’ll see if by migrating the main Pawn to my project ( or just the AnimBP ) solve the issue or not, otherwise I’ll see if I can come up with a different solution.

Thanks , with this issue fixed now everything my last problem is solved :slight_smile:

Thank you very much @,

then I will wait for the new update before I continue my tests.
From what I observe Enable Scaling does seem to work, yes. Tho I also noticed the thing with the camera being in the neck more than on the head. I don’t know how noticeable that will be later on in our project. I sent you a mail in regards to that project by the way.

In the meantime I realized what my problem about Manual Calibration was. The description text says “Press Grip …]”. But the “preserve bone” function is just active as long as Grip is being held down. Grip itself doesn’t move the capture device. So you have to hold Grip, use Trigger to move the device, then let Grip go. Then the bone is preserved. I would always press Grip once or let go of it together with the Trigger which broke it (Vive Mocap Kit - Manual calibration Press/Hold - YouTube). I would recommend to update the description of the Grip button to “Hold” or something more elaborate.

Cheers!

@IntervideoFilm
Knees tracking: 2018 10 01 15 12 402 - YouTube
Works fine now, but, to get a safe calibration, attach trackers to knees or lower leg, i.e. not close to hips (otherwise, they’re often calibrated as pelvis bone). I’ll submit the update tomorrow.

[USER=“2200”]Enter Reality[/USER]
First of all, I tested arms with different skeletal meshes - all looks fine. You can see my test in the final part of the video above. I also added scaling multiplier just in case.

And non-HMD setup. 2018 10 01 19 53 08 - YouTube
I’ll upload a new project (4.20) tomorrow, so you could see how it works and implement something similar in your project. Generally, I added one additional function, so now calibration without HMD requires follow steps:

a. Set checkboxes in CaptureDevice’s settings: ‘UseTrackersForHeadAndHands’ and ‘UseMotionControllersAsNormalTrackers’ (the second - if you still want to use motion controllers, but not necessarily for hands).
b. Ask player to stretch out hands in forward direction and then call CaptureDevice::PrepareForCalibrationWithHandsForward.
c. Ask player to take T-Pose and call CaptureDevice::PrepareForCalibration.
d. Wait until all Vive Trackers fit proper colliders (as I understand, you already did it) and call CaptureDevice::CalibrateBones’, then call CaptureDevice::ToggleCapture(true).

Ok, it was the AnimBP for the Mannequin that was missing something, so I just migrate that, then did a retargeting onto my character and everything now works fine :slight_smile:
I still have some elbow flipping sometimes, but I guess that is causes by the controller orientation, correct?

Thanks for the clarification on the non-HMD setup, I really appreciate the effort for this, since I’m going to do a lot of mocap in the next few weeks!

Should be fine after the next update.

Sounds great, thanks again :slight_smile:

Update submitted. It includes a lot of improvements for trackers-only setup (without HMD and with or without motion controllers).

Demo project (4.20) is updated (but it rely on new version of the plugin, so please don’t download it for now).

So if I’m using the demo project for 4.19 the improvements should also be added since the plugin itself it updated, correct?
Or the Demo project, because of some AnimBP setup, has also some improvements?

If you can, please also update 4.19 demo project :wink:

Happy to see the plugin improve so much, it’s getting better and better : )

Just updated ( on 4.19 ) and I got a super weird surprise: somehow if I turn on the controllers, then the trackers, then load my project, the Vive controllers are placed onto the feet ( I’m using 3 trackers + 2 Vive Controllers ), so somehow, even though in the Setup everything is fine ( no use controllers as trackers or any other thing changed there ), basically I can’t test my project properly :frowning:

I also tried to first turn on the controllers, then start the project, and as soon as I start to turn on the trackers, the vive controllers mesh shows up on the feet, while the vive controllers disappears from both hands.

I also downloaded the 4.20 Mocap scene for testing, same issue there.

, if possible please send me back the previous plugin version for 4.19, or please check what’s wrong and tell me how to fix this issue.

EDIT: By looking at Reddit, since the last SteamVR update, the trackers are automatically placed onto hands, so that might be the cause of this issue, an luckly there is a solution for that, so I’ll test everything and see if that solve the issue…wow, what a mess :smiley:

It’s not the plugin, it’s incompatibility between the lastest version of SteamVR and current version of UE4. Open Steam, go to Library/Tools, open properties of SteamVR and disable beta (NONE - out out of all beta programs).

Thanks , I already had SteamVR set to “NONE”, but it didn’t work, so I followed the indications found on Reddit, and now everything works as expected.

I had to roll back to the june version because this menu doesn’t expand if you have too many trackers. With 7 trackers #7 (or #1) is cut off on the left side and you’re just able to change the most left tracker and the 6 to the right of it. The 8th Tracker I have connected doesn’t fit, disappearing to the very left in the menu.

I’ll see if I can do something in my SteamVR patch, but I’m not sure if it’s possible without integrating the lastest version of OpenVR API (1.0.16) in UE4 (now use 1.0.11).

Ed. Yes, I’m close. Small workaround, but it seems like it works.