[USER=“2200”]Enter Reality[/USER]
Do you still experience non-fully stretched arms with root motion disabled in this version of the plugin?
Lol I clearly saw the non stretched arms, try bringing your arms down and the elbows clearly start to fold. Also that’s not a flexible spine AT ALL… I’ll have to post images of the poses
Here are the poses that need to be achieved through this plugin. I showed how the flexible spine should look, I showed how the hips should look and the arm when it’s coming down. These poses are impossible to do besides the arms down, but I have to go out of my way with the wands to get the “arms down” pose lmao. Also, notice how the spine has a line of action.
Regarding the hips, when I move the hips back and fourth, I notice it influences the head as well in your plugin, that gives very weird results, has to get taken out. Thanks
The flexible spine should mainly be achieved by the head, as the head moves forward down, spine 01, 02, and 03 move with it forward (as shown through the poses I sent). Same for when it moves backwards. The hips shouldn’t influence ANY head joint when it’s rotating. It should only influence the spine joints
Edit: Regarding the arms, of course the arms are going to appear straight in a T-POSE. But once we bring the arms down, the non-stretching arms appears drastically. Try bringing your arms from a T-Pose to an A-Pose, you’ll immediately see the non-stretching arms
Will test everything today/tomorro, during the weekend I didn’t have any time and I still need to download 4.21, so I’ll let you know about this.
@GavinCrout1030
Ok, what you describe is simply not perfect work of flexible spine solver. Arms are fully stretched, they just can’t reach target points. It’s not the issue I thought about. (Spine is flexible, actually. You can disable it in settings and see how straight spine looks).
So, today I’ll upload the plugin with new spine solver for all active versions (4.19-4.21). I also exposed clavicle rotation limits to blueprint (in settings of CaptureDevice component). Default values were increased.
I also added new CCDIK solvers for hands in animation blueprint in the ViveMocap project, but only for 4.21. To be clear, they only needed for extreme cases. Generally, hands now work fine without CCDIK.
My apologies, I did disable it in the settings and it was god awful lmaoo. I’ll test out the new spine solver ASAP. Thanks
Dude, that’s super awesome. Thanks again for clavicle blueprints. Regarding the spine solver, does the hips rotation influence the head anymore? If you still kept that, can you give us an option to disable that.
CCKIK solver? I’m guessing it’ll help the IK hands fully reach the target point (Vive wands), meaning fully stretched arms even when I bring the arms down? Well I’m excited to try that out. You said they’re only needed for extreme case though, are there any drawbacks to using it?
Well, this is great news, glad that you quickly improved upon this plugin:)
Do you think it’s possible to add a solver on the elbows instead of the hands? That would totally get rid of the fully stretched problem I would hope, and the wands can just focus on moving the hand back and fourth, and rotating the forearm. Hope that’s possible
A bit ago I created a CharacterBP whith some gameplay features, namely grapple hook, spiderman-like hook and climbing.
I tried to integrate the same setup into the BP Capture Pawn, but looks like that for both the climbing and grapple hook, I’m not able to move the character in any of the axis, even though I have the same setup and all the events ( grab on an object and so on ) are being executed properly, so I think that the issue is within the BP Capture itself and its setup.
, if I send you the CharacterBP, can you take a look and see what’s going on? I was planning to use that with the VR Body IK ( when I’ll purchase that ), but it would also benefit to integrate the setup with the VMK.
Yes, send it at ykasczc@gmail.com.
Hey , I came across this video Vive Tracker Demo (7 trackers) - YouTube
And it looks like the trackers on the elbows are rotating the shoulder joints, while the wands are rotating the elbows joints. It’s like an FK solution, but it requires more Vive Trackers.
Do you think this might work? Using the** “Look At”** Node, we can use the elbow tracker to drive/rotate the shoulder joints, and use the wands to drive/rotate the elbow joints? Animation Blueprint Head Look At in Unreal Engine | Unreal Engine 5.1 Documentation
If this method works, I’m definitely buying 2 more trackers for the legs
Or the “Transform Bone” Transform Bone | Unreal Engine Documentation
You can use probably use this for the FK like solution. This is probably the only way for us Mocap Users to get the most accurate results for the arms. Because it seems like the IK arm method will never be good enough, solvers can only do so much
I tried many different approaches for elbows, but most of them give good results only in some conditions and bad in other, so none of these solutions are universal. But nobody stops you from overriding elbows calculated by plugin in the animation blueprint (after ‘PoseSnapshot’ node). All locations and rotations of skeleton bones and elbow locations are available in animation blueprint via variables.
P. S. The lastest plugin update was submitted yesterday, but it still isn’t approved and not available in the launcher. Let’s be patient.
I have a few questions -
- Will this support the Knuckles Controllers?
- Does this support other headsets and motion controllers via OpenVR?
- Will this support the Hive Tracker? https://hivetracker.github.io/
1: no, i. e. you would need manually animate fingers in animation blueprint based on information from the Knuckles. The plugin itself only animates feet, legs, hand palms, arms, spine, neck, head. It returns PoseSnapshot, and input from VR gloves or Knuckles should be added after it in animation blueprint.
2: it has two input modes: 1) default ‘direct mode’ is using functions from UE4 SteamVR plugin (which appeals to OpenVR v1.0.16, presented by default by SteamVR driver)
and 2) input from scene components; these components can be manually animated by third-party tools (mainly, it was added for OptiTrack).
3: Does it work via default OpenVR interfaces? If not, you would need to add support for Hive Tracker manually and use ‘input from scene components’ mode (see prev. paragraph).
When you tried the approaches for the elbows, did you still use IK solvers and did you use the Vive Trackers on your elbows? Because it sounds to me like you were only tinkering with the elbows rotations so that it can benefit the IK solver, correct me if I’m wrong. IK solvers aren’t beneficial if we use Vive Trackers on our elbows, there’s definitely a better solution because it’s enough tracking points to drive each joint independently on the arms besides the clavicles. And tracking each joint is obviously more accurate than IK
I’m not interested in overriding the elbows calculation if that means keeping the IK solvers, because I want to completely discard the arm’s IK solvers and replace them with an FK-like solution. Is that possible? You still haven’t answered my question.
Also, no offense, but I just can’t see CCDIK being any different when we bring our arms down. I’ll eat my words if it does work but every IK solver is bound to have the same “non stretch arm” problem because the wands gradually closes in towards the shoulders once we bring arms down (from a T-pose to an A-pose). And no IK solver in the world (besides Ikinema’s) can accurately solve that “non stretch arm” problem.
I’m not looking forward to this CCDIK feature, I am however excited for the clavicle and spine feature. I’ll eat my words if you managed to figure out the “non stretch arm” with the CCD IK solution but I personally believe that the safest way to track the arms is to track the shoulder and elbow joints independently WITHOUT an IK solver. Can’t beat an FK-like solution
Downloaded the new 4.21 mocap test scene, issue with the arms is still there, tested with both scaling enabled and disabled, also did some movements in order to show the spine.
[USER=“2200”]Enter Reality[/USER] Thanks man! Seems like the exact same quality that I get. I’m going crazy over the arm problem, I’m very convinced that IK isn’t a good solution if we’re using elbow trackers. It’s more than possible to have the elbow trackers influence the upper-arm joint’s rotation, and the vive wands influence the elbow joints. Same with the legs
Using the arm scale ( at least in my 4.19 project ) solve the issue, even though the IK kicks in with a bit of delay, and overall for the elbows I’m ok with the behaviour, since it looks like they won’t bend inwards too much.
For other project I also used IKinema Orion, and there I have no issues with the elbows, so I think it’s just a matter of finding the proper solution that will fit, and since experiments and updates the plugin quite often, I think we’re getting there quite fast
[USER=“2200”]Enter Reality[/USER] I used the arm scale like you suggested, it’s definitely better but it still gives very weird results.
I love Orion, but their target market definitely isn’t Students lol. If it was a one-time payment, I would’ve happily purchased it. One thing I have to admit is that I’ve been spoiled by Orion’s results.
After seeing this video Vive Tracker Demo (7 trackers) - YouTube I know that is capable of making the same thing. It’s VRIK but this dude customized it so the shoulders are being driven by Vive Trackers and the elbows are being driven by the wands. And it honestly looks better than Orion.
VRIK basically gives the same results as this plugin, IK arms give weird results but customizing from the way I explained will solve that problem. I wouldn’t mind doing it myself but I don’t know C++ and would love to keep it that way lmao