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  • replied
    Originally posted by YuriNK View Post

    What exactly warning message to you see in log? Try to remove head mesh at all.
    I tried removing the head and it continues doing the same thing.

    also this is the warning, it only appears when i launch the project:
    LogScript: Warning: Accessed None trying to read property IKTranslator
    SK_MannequinTPOSE_Skeleton_AnimBlueprint_C /Game/VirtualRealityBP/Maps/MotionControllerMap.MotionControllerMap:PersistentLevel.VRPawn_507.SM_Body.SK_MannequinTPOSE_Skeleton_AnimBlueprint_C_0
    Function /Game/test/UE4_Mannequin/SK_MannequinTPOSE_Skeleton_AnimBlueprint.SK_MannequinTPOSE_Skeleton_AnimBlueprint_C:ExecuteUbergraph_SK_MannequinTPOSE_Skeleton_AnimBlueprint:0292

    For what i've seen the isValid node with "Try get pawn owner" in the anim blueprint is going invalid all the time

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  • replied
    Originally posted by majieric View Post
    I've noticed working with my own model, that the wrist twists around the like a balloon animal balloon. Is the rotation of the forearm weighted in rotation at all?
    Twist bones aren't animated, they don't rotate by default. But you can manually add twists rotation. Here is an examle for one bone. unfortunately, I can't test it right now.
    1) in InitializeAnimation in the anim blueprint: https://pp.userapi.com/c841429/v8414...1TByDQsflU.jpg
    2) in UpdateAnimation (every tick): https://pp.userapi.com/c841429/v8414...N37V6GWT0w.jpg
    3) https://pp.userapi.com/c841429/v8414...AMkIH3_fM4.jpg
    4) https://pp.userapi.com/c841429/v8414...zhQNP62GoE.jpg

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  • replied
    Originally posted by Xperiencia View Post

    1) I tried with it turned off and the behavior of the pawn is the same
    2) I checked it again and its ok
    3) It seems like in the anim blueprint the variable isValid of PoseSnapshot is always false
    4)
    What exactly warning message to you see in log? Try to remove head mesh at all. if Posesnapshot is invalid after calibration, I think it tries to use head mesh instead of body mesh for some unknown reason.
    Last edited by YuriNK; 01-08-2018, 06:58 AM.

    Leave a comment:


  • replied
    Originally posted by YuriNK View Post
    Look like log is incomplete: I don't see warnings here. Are you sure it was warning, not error? There could be a few possible errors and only one warning if the plugin uses first actor's skeletal mesh component instead of specified, but invalid ControlledSkeletalMesh in Initialize(...) call.

    1) If you set master component for head mesh in the player pawn's construct script, try to turn it off.
    2) Make sure you apply anim blueprint to body mesh, not head.
    3) Check if returned PoseSnapshot variable IsValid.
    4) Can you show components hierarchy in the player pawn blueprint?
    1) I tried with it turned off and the behavior of the pawn is the same
    2) I checked it again and its ok
    3) It seems like in the anim blueprint the variable isValid of PoseSnapshot is always false
    4)

    Attached Files

    Leave a comment:


  • replied
    Originally posted by Xperiencia View Post
    This are the bones hierarchy of our skeleton and the output log. I think that the warning about the iktranslator in the log is the key but i cant find why its giving it.
    Look like log is incomplete: I don't see warnings here. Are you sure it was warning, not error? There could be a few possible errors and only one warning if the plugin uses first actor's skeletal mesh component instead of specified, but invalid ControlledSkeletalMesh in Initialize(...) call.

    1) If you set master component for head mesh in the player pawn's construct script, try to turn it off.
    2) Make sure you apply anim blueprint to body mesh, not head.
    3) Check if returned PoseSnapshot variable IsValid.
    4) Can you show components hierarchy in the player pawn blueprint?

    Leave a comment:


  • replied
    Originally posted by YuriNK View Post
    Hmm, it must be something simple. Can you show your skeleton bones hierarchy and output log?
    This are the bones hierarchy of our skeleton and the output log. I think that the warning about the iktranslator in the log is the key but i cant find why its giving it.
    Attached Files

    Leave a comment:


  • replied
    I've noticed working with my own model, that the wrist twists around the like a balloon animal balloon. Is the rotation of the forearm weighted in rotation at all?

    Leave a comment:


  • replied
    Wow. Great! Thanks!

    Leave a comment:


  • replied
    Originally posted by majieric View Post
    A demo project would be really handy to figure out the set up for this plugin? (minus the plugin itself, obviously).
    UE 4.16 demo project: https://drive.google.com/open?id=1J-...fuEBrmYQYvvP22
    UE 4.17 demo project: https://drive.google.com/open?id=0B6...HpmSmtwNWtkNGc
    UE 4.18 demo project: https://drive.google.com/open?id=1yi...YbWpwsT21PrHPG
    Tutorial video: https://www.youtube.com/watch?v=CncQQyvaYZ4

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  • replied
    A demo project would be really handy to figure out the set up for this plugin? (minus the plugin itself, obviously).

    Leave a comment:


  • replied
    Originally posted by Yummy-Vegetables View Post
    I have a HTC Vive and am trying the demo, am just running the application that downloaded (I simply extracted zip to folder then ran the application)

    However I cannot get the controllers to trigger the select for the menu. When I start the demo I see the 2 hands which move fine with the controllers (there is no grab, not sure if its supposed to work or not) but cannot select the singleplayer or multiplayer buttons no matter what I press on the controllers.
    Don't press a trigger, just touch the 'single player' button by any hand.

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  • replied
    I have a HTC Vive and am trying the demo, am just running the application that downloaded (I simply extracted zip to folder then ran the application)

    However I cannot get the controllers to trigger the select for the menu. When I start the demo I see the 2 hands which move fine with the controllers (there is no grab, not sure if its supposed to work or not) but cannot select the singleplayer or multiplayer buttons no matter what I press on the controllers.
    Last edited by Yummy-Vegetables; 01-05-2018, 12:48 PM.

    Leave a comment:


  • replied
    Hmm, it must be something simple. Can you show your skeleton bones hierarchy and output log?
    Last edited by YuriNK; 01-06-2018, 09:16 AM.

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  • replied
    We have tried also with the Input mode in Direct VR and using VRIKBody::ActivateInput and the result is the same. The Skeletal mesh follows rotation and location after the calibration

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  • replied
    Originally posted by Xperiencia View Post
    Hi! The plugin is awesome, nice work!! We are trying to use it with our own skeleton(the skeleton has the same bones as the default by Unreal) but when we calibrate it always stays on T Pose and rotates with our movement. We have followed your video tutorial and done all the steps to configure the pawn. We are using 4.17 versions of the engine. Can you tell us if we are missing ?
    Hi,
    My first guess is that the problem's related to the fact theat you have motion controllers in an independent actors (i'm not sure, though). Try to change VRIKBody input mode to Direct VR input and use VRIKBody::ActivateInput instead of VRIKBody::Initialize. Could you also say if skeletal mesh follow player's rotation and location or just rotation after calibration?

    Leave a comment:

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