VR Mocap via sequence recording

Did some VR mocap testing using sequence recording, was pretty painless to set up (for the character part at least) and the results are really promising, will be trying out full body IK (Vive trackers) and basic calibration next.

Wow looks nice, how did you set up? Did you use any Vive tracker?

Update time! Here is full body mocap in UE recorded in engine using the Vive HMD, its controllers and 3 trackers (pelvis and feet).

The result is what it is, but now I know it is doable and can be massaged a lot further, by using a better IK solution (and 2 more trackers on upper arms and probably one more for the chest).

The main thing is that after some more noodling I can record good enough body animation for the budget directly in Unreal and have it be acted out in the actual scenes it will be used in so the actor does not need to act off of nothing. And because it is skeletal animation I can export it to another package for cleanup and polish.

What straps are you using for vive trackers?

Really unremarkable stuff. Some generic action camera mount straps (I think) with Velcro and a regular belt with a bunch of masking tape.

Ha-ha, I have problems with trackers on torso, but I don’t use a tape.

Do you have a how-to for this?

I might end up writing something if there is enough interest as releasing and maintaining an asset / plugin for this seems iffy right now as there are paid alternatives that do similar things on the marketplace and the main idea for me is to have the performer embedded into the final or WIP scene where the animation is going to be used so I expect at least a bit of retrofitting to happen anyway when implementing this to a project.

Yes,I’m interested in your experiment,if you can post some project file, explain procedure it will be hepfull for all of us. Thanks!

hi mate, would you plz look around my project ?