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Unreal Engine Livestream - Introducing the FaceAR- August 9 - Live from Epic HQ

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    #16
    We're struggling to get a custom character set up as well. I got it to push to our iphone, and the livelink shows the character moving in the editor, but no movement on the phone version.

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      #17
      I was wondering if the searching for a face to track pop-up is really necessary? It happens often even in well lit rooms. I've never noticed this kind of behavior with ani mojis or the Face Cap app. Why is the UE4 AR kit so sensitive? I'm going to try disabling the check in the blueprint and see what happens.

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        #18
        Hi,
        I understand that I need a Mac to build the app to the iPhone but can I then use UE4 on Windows to connect or will the live link only work if I'm using a Mac?

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          #19
          Originally posted by davidqvist View Post
          Hi,
          I understand that I need a Mac to build the app to the iPhone but can I then use UE4 on Windows to connect or will the live link only work if I'm using a Mac?
          Yes, you need a mac to compile. Yes, you can use a Windows machine - live will connect between the iphone and the windows machine running ue4

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            #20
            Still hoping someone can share some insight into why the arkit tracking is so finicky compared to all other options. Keeps on throwing up the looking for face track dialogue.

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              #21
              Still wondering if anyone has found a work-around for the ue4 arkit in this face AR sample losing tracking? I've never seen another true depth arkit face-tracking app on the iphone lose tracking like this does. It's hard to believe i'm alone here.

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                #22
                What would the steps be to replace the character in the demo with our own?

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                  #23
                  Live Link Connect Failed When I Packaged FaceARSample?

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                    #24
                    Should remote build be working for this project when trying to launch to device from windows10 using as a remote a mac os mojave with xcode updated? I'm on 4.22.1 and getting BUILD ERROR (Missing receip, target not build, missing UE4 binary) I don't know if I have screw up my setup while updating to mojave and also to 4.22 on both OS, or if this project needs to be launched to the device directly from a macos with xcode.

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                      #25
                      I've been using te FaceAR for quite a while now, and I've also been experimenting with optimization and easy use of this app in order to drive different characters.

                      You can see an example of a retargeted character here.

                      You can either retarget the KiteBoy AnimBP to your character, or you can get the values from each morph target curve ( as I did in the video above ) and cast those to your character.
                      In order to increase the quality I also added an option to switch between 30 and 60 fps, in order to improve the facial tracking quality, and it does look better and smoother, so is something that you might want to try.

                      Together with IKinema Orion and the Hi5 VR Gloves, I'm now able to get true Full Body Motion Capture setup, and it's working nicely, I also did a live demo of the entire setup, and people were shocked when they found out about the overall cost of the entire setup, since it's really something innovative and easy to use, and the pricing is far to be as expensive as professional solution like Cubic Motion/Vicon.
                      ENTER REALITY

                      VR Solutions

                      Contact us for more informations

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