Vive Mocap Kit - Support

https://www.youtube.com/watch?v=gzesbDJfi8o&feature=youtu.be Here I showed the manual calibration problem and I showed the arm problem. While the arm does stretch (since I have it 0.85), now it feels like the wands are too far in front of the arms

Oh I figure out the problem. The trackers on the elbows act as a pole vector, so I have to be careful of where I place them on my arm

Edit: It seems like an unavoidable problem for me, my arms will appear straight during the T pose but when I bring them down, it has the stretching problem. Maybe there’s a setting that can help hopefully. Since the trackers act as a pole vector, and they are strapped to my arm, it’s unavoidable. Pole Vectors aren’t meant to be that close to the elbows

@GavinCrout1030

They shoudn’t. All trackers can be attached in any position.

Are you sure you checked ā€˜EnableScaling’ in Edit Defaults, not Edit Preview mode?

Anyway,

  • download new version of the plugin in launcher (4.20) and new verison of the project at marketplace page (they were updated yesterday).
    -Keep Arm Span scale multiplier at 1, don’t modify it.
    -In the menu, always keep root motion unchecked and scaling checked (should be by default).
    -Try to attach elbow trackers in front or at the top, not at the back side.

For manual calibration: to reset tracker/controller, grab it and move at some distance from mesh, release, and then return to proper position.

https://www.youtube.com/watch?v=8dsZ_k0_kI4&feature=youtu.be I used your new updated project. It’s definitely a huge improvement but I’m still not getting the stretch arms. I followed EVERYTHING that you said. I didn’t touch the arm span scale or anything

Ok, I need to investigate it. Do you have this problem (not fully stretched arms) with ā€˜Enable Scaling’ unchecked?

Hmm, yeah. It seems like when I turn off ā€œEnable Scalingā€, the results are much better. Still not satisfying results but the arms are fully stretched

Edit: The results are much better with the ā€œenable scalingā€ off. Good enough for me to actually export the data, but now the wands (IK hands) are too far from the character’s hands, which gives weird results.

Ok, I got it. There was a werid bug, when Two Bone IK wasn’t working correctly with scaled bones (so, the bug doesn’t affect non-scaled mesh), and this bug caused non-stretched arms. I thought I found working workaround, but seems it’s here again.

I’ll return home in this sunday, investigate it and update the plugin early next week.

Sounds great! Thank you very much for the support. I also have a problem with the flexible spine (with 1 tracker). I’ll post a video tomorrow on the problem, I’m sure that aspect will be easier to deal with though. But honestly, thank you for supporting this plugin and being patient

If you was experiencing bad spine twisting or deformations in some extreme positions, decrease SpineBendginMultiplier to 0.2 - 0.25: https://pp.userapi.com/c850520/v850520881/3bb1c/e-yH3-8X7W4.jpg

Also, pelvis tracker should be located higher then belt (actually, higher = better, but it still should be closer to pelvis then to ribcage).

You can also try two trackers for spine. IMO, for animation capture, real captured spine is much better then predicted.

So now the noon fully stretched arms is solved? I solved the issue by modifying the Arm scale to .85, and when I raise my arms they are fully stretched, but when I have my hands down, if I tru to raise the controllers, I can see that the controllers are lower then the hands position, to the IK ā€œkicks inā€ after like 10-15 centemeters in real life, so yeah, definitively weird.

I also integrate the BP Capture Pawn with interactivity setup, so that if I get close to a pickable mesh, I can just reach of the pickable mesh and grab it with the trigger, but the arms stretching also seems the issue here, since it looks like, if I try to grab an object in front of me, the arms and head stays behind, while the hand can’t reach the pickable object unless you over extend your arm.

Could you please also update the 4.19 base mocap scene, other then 4.20 if possible?

Thanks :slight_smile:

No, isn’t yet :frowning:

Do you mean basic ā€œViveMocapGameā€ demo project? I think it should work as is if you convert it to 4.20 via launcher or explorer. Or do you need the plugin for 4.19?

For consistency ( and for plugin version as well ) for now I need to use 4.19, but I hope to switch to 4.20 asap.
My custom BP Capture Pawn is completely customized, so if the update is related just to the plugin, and the AnimBP and other stuff are not changed/modified, I don’t need the 4.19 version of the ā€œViveMocapKit_Projectā€, but if the AnimBP or the BP Capture Pawn has been modified, I will also need to update my Pawn in the 4.19 scene, so if this is the case please share some screenshot of what needs to be done, so that I can do the updates by myself :slight_smile:

By the way, in order to have the hands trackers to drive the hands, are you using ā€œAttach to componentā€ in ā€œKeep relativeā€ space? Or the entire setup is completely customized in C++?
I’ve been doing some experiments with a mocap suit by also using a tracker, and the Attach to component solution works pretty well, also for driving hands with a simple Two Bone IK node…I really hope you will solve the arms stretching issue soon :slight_smile:

I’ll test the pelvis out (post 2-3 short videos), so the higher the better. I’ll get another tracker if it helps out the spine significantly, bad spine tracking ruins the mocap data

Ok, I got it. I’ll submit update for 4.19 tomorrow morning.
Actually, since UE4.13-4.14 I update all my projects quite smoothly without issues. From my experience, the best way is ā€˜convert in place’ (but make a backup copy beforehand, of course).

Nothing changed in the demo project with the lastest update. I only fixed settings of CaptureDevice component for non-HMD map, and I also disabled root motion in the menu. Animation blueprint and BP_CapturePawn are the same.

I don’t use ā€˜attah to component’. It’s C++ function CaptureDevive –> GetSkeletalMeshPose. It returns PoseSnapshot object, which is simply array of bones transforms in local space:

My function to calcualte hands IK isn’t very different from function used in TwoBoneIK node.

In general, Arms Scale multiplier shouldn’t be used for large adjustments. When you said about the problem with not fully stretched arms, I thought you’re just not satisified with accuracy of calibrated mesh scale, so I recommended to adjust scale multiplier. But later I found the real problem. It’s a bug, and I can’t even get fully stretched arms using default TwoBoneIK node in animation blueprint: even if effector location was moved at very far distance, arm would remain bent. Approximately month ago I modified the function which builds PoseSnapshot, disabled root motion and thought that issue is solved. But, as GavinCrout1030 said, it isn’t.

You can just use one of elbow trackers for ribcage for a test.

Got it, and if you manage to get the arms stretching completely solved, well, this plugin is 100% complete :slight_smile:

Side note: I send a playable demo ( using VMK of course ) to my customer for testing, and he consistently have some weird feet twitching and feet with a wrong angle…and at first I thought it was due to the bad trackers tracking or something obstructing the tracking cameras, but those issues are kind of consistent, meaning that after the twitching is gone the feet behaviour is ok, but from time to time they go mad, and the twitching is kind of similar every time…so did you experience something like that?
In all my tests I never had those weird issues, but my customer does, so I really have no idea if that is caused by the Vive Trackers, or by something else…the only thing that I added on the BP Capture Pawn, is the check wheter or not each tracker is overlapping onto Vive Trackers placed onto the Body Mesh ( the one thaqt appears after the first right trigger button ), so I’m evaluating if that can be caused by the VMK or by the Trackers…any help would be really appreciated!

I agree, fix the arm stretching problem, and this plugin is good to go. I would go as far to say that it will shut down your competition

Good point, need to figure out a way to attach it to my ribcage because I don’t have a strap. Hopefully tape will work lol

Edit: Okay, managed to tape the tracker on my chest lol. I’ll admit, it was a huge improvement and very accurate. But now I have to bite the bullet and purchase another tracker and strap. I’ll continue testing it with one tracker

https://www.youtube.com/watch?v=YKJJntEEDSk&feature=youtu.be Ok here I’m showing the spine, see how it’s not flexible at all, it’s completely straight and I have the tracker pretty high. But this test is probably the best I’ve seen of Vive Mocap Kit, it’s getting better for sure. I haven’t seen Enter Reality’s test yet, I’m sure his test are 10X better than mine. It’s good enough to actually export out, I’ll do some more test, like post editing and rendering really soon

@GavinCrout1030 Hi Gavin. The problem you have with manual calibration is probably that you don’t use the grip button correctly, I’ve had the same issue. To move a controller/tracker and preserving its bone you need to hold the grip button down, then you use the trigger to move the controller/tracker and let go of the trigger when finished. Just after you have let go of the trigger you can let go of the grip button again.

@ I think to avoid that issue mentioned above the grip button should work like the trigger, but preserving bones. So that in the end to preserve bones you just use the grip button without the trigger.