Vive Mocap Kit - Support

@IntervideoFilm
Valve fixed this issue in the new beta verstion.

Can I use this plugin to do full body tracking with these meshes?

It works with default or close to default bones hierarchy. First spine bone should be attached to hips bone.

Compare and contrast vs Ikinema Orion? Is the solver just as accurate? Is the calibration as straight forward as Orion? Honestly, just need to know if the IK solver is good with the hips. That’s what I loved about Orion. Consider me a fan if this is just as good as Orion

I think [USER=“2200”]Enter Reality[/USER] has tried both, here is his post.

https://forums.unrealengine.com/development-discussion/vr-ar-development/1513810-full-body-vr-interactivity

Thank you for the reply. BTW, how about the proportion of the body?
It’s quite different from the humanoid, does the calibration support it by default?

It uses unitofrm scale coefficient for spine and head and another coefficient for arms span. So, for Yippy Kawaii meshes, it would preserve body and head proportions, but wouldn’t accurately fit mesh to actor’s body.

I’ll maybe be able to do a comparison video ( Vive Mocap Kit vs Orion vs Perception Neuron vs Perception Neuron Pro ), but it’ll probably be on late december/early january, I just don’t have time to do the entire thing right now.

So is there anything I can adjust?

That will be great!

Hey @ , quick question:
During the calibration, as soon as the right trigger is pressed, is there a way to identify the left and right foot Tracker, so that I can spawn and attach a static mesh ( foot ) on them?
Purpose is to be able to see the static mesh foot in realtime, in order to be aligned with the Skeletal Mesh used for the second part of the calibration ( body alignment ).
I know that the “Special1/2” and so on are given by how the Trackers are turned on, so if you set a specific way to identify each one based on the body part, it would be great :slight_smile:

Thanks in advance

Nicolas

Hi , first of all you are doing a great job :slight_smile: before moving forward, any plan ti support UE4.21… i kno it is early :slight_smile: in advance thank you

May be I just give you a trial version and you’d see if it works for you or not?

Screenshot: https://pp.userapi.com/c850432/v850432113/34c83/WHne4nFCV8o.jpg

First, iterate TrackersData map to get DeviceID of a tracker controlling foot bone.

Then, compare location of this tracker with location of all motion controller components you have (Special_1, Special_2 etc) until you find corresponding MotionSource.

Sure, thank you. I would like to try it.

I’ve noticed that the Vive Mocap Kit doesn’t support more than 3 Trackers even though it said that it did support it. Or maybe the executable demo doesn’t support it? I was planning on purchasing but the solver for the arms aren’t good enough, so I figured putting trackers on our elbows would help but turns out we can’t use more than 3. Other than the arms not being perfect, I enjoyed the other aspects a lot. Please update the demo so I can test the elbows, I don’t want to use VRIK, Unity makes me uncomfortable lol

What happens? Doest it crash with multiple trackers?

It just doesn’t start, I get an error in the SteamVR thing, It says failed to open ViveMocap

Oh, i got it. It happens because of the bug in the Unreal Engine - it doesn’t support more then three trackers, - and it seems that I compiled my demo without a patch. I’ll recompile and upload a new vewsion.

@GavinCrout1030
Try this: https://drive.google.com/open?id=1unNtvphLTTc-ovuCwMRyUhHcIkQlQHA0