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    Originally posted by Rareden View Post

    Ive noticed there are situations where the pelvis wont correct to the head direction such as being crouched, your able to turn fully around with your arms backwards and looking through your body.
    Is there anything for enforcing a re correction or are you able to point me in the right direction in the source code for setting up my own correction?
    Hi,
    I'll take a look at this issue. You can manually reset pelvis by calling VRIKBody::ResetTorso().
    Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
    And random stuff at Youtube

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      Rareden
      I submitted update today to fix this bug.
      Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
      And random stuff at Youtube

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        Thanks, its been working well.
        Ive been looking through the source, were planning to adjust it to work with full body tracking using 3 vive trackers.
        Do you think it would work to use a method for composing tracker position with the feet and replicating full body state with some adjustments?

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          Hi!

          I've been getting some strange behavior. If I lift my arms up and look straight up (which happens frequently because of gameplay), the mesh starts bending (as if its bending over) and the body floats up and backwards. Sometime I'll look up slightly then the moment I turn left or right same thing happens. I thought it was a collision issue on my end at first, but it only only seems to be happening after I look up and turn my body. I've tried disabling bending and flexible torso but the mesh still bends. I can walk around a bit and it will eventually come back, but I feel like something is getting twisted. Is there a way to tell or set the mesh to sitting/bending? I feel like it has something to do with that, its registering sitting or bending wrongly on my guy. Wondering if you came across that issue, it could very well still be something on my end.

          Also any luck on being able to set resize mesh dynamically in game? For some reason when I load from a saved pose, it adds a ridiculous number to the scale multiplayer horizontal, so I get really buff looking characters and the tracking is all messed up. But it works fine if I load a saved pose without resized mesh.

          Thanks!

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            Originally posted by Dogū View Post
            Hi!
            1. Try this checkbox: https://pp.userapi.com/c855032/v8550...oJidR24uw8.jpg
            2. I'll add runtime scaling to the next update. But how do you asve and load poses? Do you use CalibratedBody structure?
            Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
            And random stuff at Youtube

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              I've already tried that checkbox, doesn't help the issue at all. I feel like it has to do with rotating somehow, because it sometimes it only happens if I turn my head left or right AFTER looking straight up. It would happen once or twice early on, but now its all the time and it makes it unplayable. Its also definitely not collisions as I've tried with no collision set. Its like something is telling it to bend the body over if the angle of the head goes a certain way.

              And yes I use the calibrated body structure to save poses.

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                Originally posted by Dogū View Post
                I've already tried that checkbox, doesn't help the issue at all. I feel like it has to do with rotating somehow, because it sometimes it only happens if I turn my head left or right AFTER looking straight up. It would happen once or twice early on, but now its all the time and it makes it unplayable. Its also definitely not collisions as I've tried with no collision set. Its like something is telling it to bend the body over if the angle of the head goes a certain way.
                It seems I don't understand what exactly happens and why. Could you make a short video?

                Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
                And random stuff at Youtube

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                  Originally posted by Dogū View Post
                  I've already tried that checkbox, doesn't help the issue at all. I feel like it has to do with rotating somehow, because it sometimes it only happens if I turn my head left or right AFTER looking straight up. It would happen once or twice early on, but now its all the time and it makes it unplayable. Its also definitely not collisions as I've tried with no collision set. Its like something is telling it to bend the body over if the angle of the head goes a certain way.

                  And yes I use the calibrated body structure to save poses.
                  Try follow:
                  VRIkBody - EnableTorsoTwist - unchecked
                  VRIkBody - DoManualBodyBending - checked
                  VRIKSkeletalMeshTranslator - DisableFlexibleTorso - checked
                  Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
                  And random stuff at Youtube

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                    Thanks for the suggestion. I’m sure I tried every combination of check boxes but I’ll give that a shot. Unfortunately I had to leave town today unexpectedly and won’t be back for a few weeks at least.
                    I also tried to make a video of it and the save issue but my dang screen capture software was acting up. I’ll get back to you when I can. Otherwise the IK is pretty amazing. And just a note: I’ve integrated it with the VR expansion plugin, if you’re familiar with that plugin maybe that might help with this issue. Cheers.

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                      Originally posted by Dogū View Post
                      I also tried to make a video of it and the save issue but my dang screen capture software was acting up.
                      I use OBS Studio with OpenVR capture plugin. It's free and works pretty well.

                      Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
                      And random stuff at Youtube

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                        I haven't seen anyone ask this and my testing shows that it probably does not, but I'm wondering if your plug-in supports On-The-Fly mesh swapping? I have a scenario where I want to swap body meshes on the player, and just changing the skeletal mesh to a new one does seem to work, but the meshes are different enough that they require different body and translator setup values. I don't see a way of changing those values during gameplay. I've gotten to the point where I can extract the data structures from the skeletal mesh translator object, but I don't see a way of changing any of the values contained within. Is this possible?
                        Last edited by J. J. Franzen; 08-08-2019, 05:57 PM.

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                          Originally posted by J. J. Franzen View Post
                          I haven't seen anyone ask this and my testing shows that it probably does not, but I'm wondering if your plug-in supports On-The-Fly mesh swapping? I have a scenario where I want to swap body meshes on the player, and just changing the skeletal mesh to a new one does seem to work, but the meshes are different enough that they require different body and translator setup values. I don't see a way of changing those values during gameplay. I've gotten to the point where I can extract the data structures from the skeletal mesh translator object, but I don't see a way of changing any of the values contained within. Is this possible?
                          Hi,

                          It's not expected behaviour, but in theory it should work after re-initializing both components (re-call functions like in tje BeginPlay). But if I remember correctly, names of bones in VRIKSkeletalMeshTranslator arent exposed to read/write in blueprint. It's not a problem, I'll make them available in the next update.
                          Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
                          And random stuff at Youtube

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                            Hi,

                            I encounter a problem with multiple skeletal meshes (characters) selection in my multiplayer game, the player can choose its character.
                            I have 4 characters.
                            Each character has its own VRIKBody & VRIKSM Translator.
                            On toggle, I re-initialize body & translator.

                            If player choose each different character, no problem, IK is well resetted.
                            Problem appears the second time the player choose the same character. The IK seems rotated 90deg & hands do not feet controllers anymore.

                            thank you for your help

                            Comment


                              Hello YuriNK

                              Been uploading some avatars to our workshop and i noticed that the paragon characters if using compute leg IK have their feet enforced along the X axis which causes this broken ankle appearance.
                              If using apex for any clothing as well it causes this sharp stutter in the simulation from the blendspace offset transform bone kicking in when you start moving. not too sure what could be done about this though, i guess the physics is ticking before the animbp transform is applied. Maybe doing it in C++ on the component rather than the animgraph.
                              Video showing it: https://www.youtube.com/watch?v=0YSk...ature=youtu.be

                              g6r6e6gpolymorph
                              If your switching through posses and unposses without destroying the character i dont think you need to reinitalize the components, are you using direct vrinput or input from components

                              Comment


                                Rareden
                                Make sure that Paragon skeleton has no sockets with names equal to bones (for example, sockets like foot_r and foot_l can break VRIKSkeletalMeshTranslator). I know that at least some Paragon characters have such sockets.
                                In general, update happens in VRIKBody::CalculateFrame and VRIKSkeletalMeshTranslator::UpdateSkeleton. You can call them before or after physics if you changed Ticking group in you blueprint (that's why they're called manually). If needed, you can even create dedicated blueprint actor with changed ticking group to call these functions.
                                Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
                                And random stuff at Youtube

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