VR IK Body - Support

VR Hands Solver and VR IK Body Conflicting,

Then disable one of them. VR IK Body now has fingers solver too.

Can’t two plug-ins work together?

For now. I submitted update yesterday.

huh? so i just spent $50 on the hands plugin a day before you add to the vr ik body…

Its it possible to add a feature to support the Vive tracker as an upper body or foot tracker (or both, should be configurable depending on how many tackers you have) like in your MoCap kit?

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My overall goal would be to have the animation blueprint handle only the arm position, crouching, and not updating the pelvis offset as i have that logic covered already

first time attempting to get this plugin working recently, any help appreciated. Thanks in advance

Edit: got everything to work back in 4.16 when i first purchased this, not sure why i am having issues.
edit2: everything seems to be fine on the mesh other than its scale and location?

edit3: broken link fixed

I’m really sorry.

I’m thinking about it, but don’t plan to add it in a short time.

Meh, dont mind too much, you make great stuff and im happy to continue supporting.
Question. With a head mesh separate for the skeleton, how do you get it to behave with controlled skeleton. mine just seem to hover separate from the skeleton

Do you mean that head is just a second mesh of the same skeleton? You need to call “Set Master Pose Component” for it in the construction scrpit.

Been rather stuck on offsetting the hands correctly when holding a object, tried just shifting the hand bone the inverse of where the hand socket is in bone space which worked but obviously caused clipping into the forearm.
i presume i need to use the offset in the effector location too, rather than offsetting it after the ik, but im having trouble getting my head around how to combine the transform of the object grip socket with the hand socket offset transform

To attach object to hand, they usually adjsut position of this object and simply use two commands:
Object->AttachToComponent(AvatarMesh, Name_Of_Hand_Bone)
Object->SetRelativeTransform(Transform_To_Fit_In_Hand)

If you want to adjust position of the hand, don’t add “Transform Bone” node. Instead, add this offset to “Position Right Hand” and use it within “Two Bone IK” node.
There are few useful functions to operate transforms:

  • ComposeTransforms (A, B). Adds A to B (order matters). In your case, Compose Transforms (RAttachSocket, PositionRightHand).
  • ConvertTransformToRelative(…) - opposite operation. Note, names of parameters are confusing
  • InverseTransform - obvious. I’m not sure how it works in you project, so, msy be, you’d need to inverse RAttachSocket before composing it with PositionRightHand.

Hello, I want to buy your plugin, but i have several questions.
If i want to make a multiplayer game with dedicated server and host it on Linux. Is it okay for your plugin? Does it support Linux?

Whats the include path needed for the creating a finger solver pose preset variable in my own c++ class?

Module Name (add to DependencyModuleNames in Build.cs):

  • VRIKBodyRuntime

Headers:

  • VRIKFingersSolverSetup.h - setup data asset
  • VRIKFingersFKIKSolver.h - solver object

Unfortunately, it doesn’t support Linux.

TY,
Also, is it possible to allow bone physics to function while the skeletal mesh is controlled, for simulated bones set on the physics asset?

Yes, just activate physics as usual.

I’ve been trying to get the multiplayer setup working with little luck. I used your multiplayer blueprints from earlier versions as reference (I’m using 4.22). Each player’s skeletal meshes work fine in the their own headsets but the other players’ skeletal meshes transport to (0,0,0) and the tracking doesn’t seem to be working either (the arms are stretched out but don’t move when the controllers are moved) . Is there a known fix for this? Or do you have a multiplayer tutorial somewhere? Thank you.

Oh and updating the template project to 4.22 or even 4.21 would be really helpful. Cheers