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    Alright, Setting the VROrigin as Root Comp in Activate Input fixed the problem

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      benbr_
      paranormalpants
      FinalZer0
      I don't follow this topic and don't receive notifications. For quick response, please contact via e-mail (ykasczc@gmail.com) or marketplace form.
      Last edited by YuriNK; 02-04-2020, 07:59 AM.
      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 benbr_ View Post
        Hi, I have set everything up as the tutorial showed but for some reason the player mesh shrinks to a tiny size and floats near the camera, any idea what went wrong?
        It's better to use demo project as a start point (it includes both Pawn and Character-based blueprints), as tutorial video is outdated. By default, the plugin takes actor location as a base point to calculate player height. But it doesn't work for Characters. You need to use "Input from Components" mode and set RootComp.
        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 paranormalpants View Post
          Our main issue is that the calibration process appears to put our VR headset at mouth height (right near the end of the standard head bone), no matter what settings we play with for offsets and head sizes / heights. We're using Oculus Rift S headsets, and have reset the left and right palm offsets, as suggested. This still doesn't appear to line the controllers up with the hands correctly, but we feel that we can tweak these settings to get close enough once the camera is properly oriented to the eye-height of our character.

          Do you have a recommendation for getting this calibration as close as possible, especially for Rift S headsets?

          Our second issue (potentially related to the first) is that the character is floating a few centimeters off the ground after calibration, even though the physics collider lines up pretty much exactly with the bottom of the feet. The distance off the ground appears to be roughly the same as the difference between the mouth (where our VR headset appears to be locked) and the eyes (where we'd like it to be).

          Finally, do you have recommendations to smooth out twitchy rendering of the player avatar? It seems to flicker in and out of existence at a random framerate...as if there is some mismatch between the last stored value of the VR hardware and the current frame which is rendering.

          We are working with a character model from Character Creator 3, exported for compatibility with the Unreal skeleton naming conventions. This is all working at a basic level, but we'll need to dial in these last bits in order to use this in our commercial project. It feels close, but we can't seem to get a properly calibrated avatar out of this.

          Thanks for your help!
          Hi,
          1. Have you tried "Calibration Height Adjustment" is properties of VRIKBody component ("Body Params" rollout)?
          2. VRIKBody also has "Foot Offset to Ground" settings. It should work.
          3. I didn't notice such flickering. Could you capture a 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 FinalZer0 View Post
            Yi yuri, I have problem when moving character with this plugin. Its causes twitches to character mesh in multiplayer mode. Have you experienced something like that?
            Wasn't it fixed with lastest 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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              Been wondering, if it is possible to let the hands stop before colliding with smth (like in boneworks for instance)
              Thanks in advance

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                Originally posted by Emil17x3 View Post
                Been wondering, if it is possible to let the hands stop before colliding with smth (like in boneworks for instance)
                Thanks in advance
                Not by the plugin. But you can apply physics on top of animation.
                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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