Hi YuriNK
Been getting walking animations implemented but ive got a issue with the body doing a 360 spin and the legs spazzing a bit, Video link: https://youtu.be/gXSK-sgtNoA
Check rotation offset of the legs animation: https://pp.userapi.com/c845016/v845016861/194c49/9AZ6cDtvSdc.jpg
It should be static when root motion is enabled, and should follow current body orientation if root motion is disabled.
issue still persists, ive tried all angles in that from 0 to -180 and +180. Video https://youtu.be/ib_sOO2rFmQ
All animations, skeleton and mesh are imported correctly on Y negative
Hard to say what cause it. Can you send me your project for testing? Or may be a blank project with migrated player and animation blueprints?
When is VR Hands Solver coming into this package?
Also please update your example demo to 4.21 (itâs been awhile since 4.21 has been out)
And why isnât the current Demo showing the multiplayer example? Are you saying that the plugin is not multiplayer ready or able to be used in MP anymore?
Also, if you do not have an Oculus HMD, apply for Oculus Start and get yourself a free HMD so you can properly support all HMDs (Same goes for Windows MR)
Right click at the projectâs icon in the Epic Launcher, select "Show in folderâ. Right click at uproject file in explorer, select âSwitch Unreal Engine versionâ. Select 4.21. Click Ok.
Previous project contained a lot of legacy blueprints and unnecessary C++ code, so it was a bad starting point for new projects. Itâs still available. Link is in the first post of this thread.
I added to this plugin animation node from my VR Hands Solver plugin to control fingers. Detailes are here: VR Hands Solver in Code Plugins - UE Marketplace
Documentation is here (pages 8-15): VR hands.pdf - Google Drive
Features
- switching between pre-defined finger poses
- trace scene to grab/release objects
- simplified input for using with Oculus Touch, Valve Knuckles (input: 0 - straight finger, 1 - curled finger)
- detailed input for using with VR gloves, allow to control each bone separately (input: relative rotation in degrees)
This update isnât live yet! Wait a few days please.
wow thats awesome, ill need to get this for sure. will the vr body plugin and that work together properly?
Also, is it possible to use full body tracking with vive trackers on this plugin for feet and hip?
Yes, it works via indiependent animation node. Check this video: https://www.youtube.com/watch?v=0cW9yifwcTE
Itâs universal, and you can use it to animate fingers of characters in non-VR games either.
Unfortunately, no.
any plans to add the support in the future? or will i need to get the mocap kit to do that?
Perhaps, but not soon.
VR Hands Solver Can it be used in 4.19
It wasnât compiled for 4.19 and it would require some minor changes in sources, but itâs possible.
Can you compile a 4.19 version of VR Hands Solverďź
Iâve submitteed it today. Should be available in a few days.
Just looking at getting your hand solver and vr mocap,
Quick question, is it possible to make the hand animations replicated or just have the client handle it instead.
And the mocap demo, i tried it but i was in the floor and had less than 2fps
- Fingers Solver isnât replicated. You can replicate manually though.
- Itâs werid. But I canât test executable demo in VR for now.
Iâve had enough to buy VR Hands Solver
Why canât it be used in 4.19