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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.
      Stand-alone mocap app for Vive Trackers: vrmocapstudio.com
      Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
      And random stuff at Youtube

      Comment


        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to use demo project as a start point (it includes both Pawn and Character-based blueprints), as tutorial video is outdated.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.
        Stand-alone mocap app for Vive Trackers: vrmocapstudio.com
        Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
        And random stuff at Youtube

        Comment


          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?
          Stand-alone mocap app for Vive Trackers: vrmocapstudio.com
          Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
          And random stuff at Youtube

          Comment


            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?
            Stand-alone mocap app for Vive Trackers: vrmocapstudio.com
            Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
            And random stuff at Youtube

            Comment


              Been wondering, if it is possible to let the hands stop before colliding with smth (like in boneworks for instance)
              Thanks in advance

              Comment


                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.
                Stand-alone mocap app for Vive Trackers: vrmocapstudio.com
                Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
                And random stuff at Youtube

                Comment


                  Just wanted to quickly ask what the new ~400mb+ update added/modified, etc.
                  Best regards
                  Last edited by Emil17x3; 04-11-2020, 06:56 PM.

                  Comment


                    Has anyone had experience with implementing this plugin with VRExpansion plugin. My Characters hands are not smooth when im using UVRIKBody::AttachHandToComponent function to grip my weapon

                    Comment


                      Originally posted by FinalZer0 View Post
                      Has anyone had experience with implementing this plugin with VRExpansion plugin. My Characters hands are not smooth when im using UVRIKBody::AttachHandToComponent function to grip my weapon
                      AttachHandToComponent is need to attach left hand to two-handed weapon. For simple weapon, use default function "AttachToComponent".
                      Stand-alone mocap app for Vive Trackers: vrmocapstudio.com
                      Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
                      And random stuff at Youtube

                      Comment


                        Originally posted by Rareden View Post

                        A note from a buyer.
                        The controller offsets for oculus and vive are drastically different, you can adjust them in the plugin simply enough.( if you end up getting it i can share the offsets i determined to be decent)
                        For crouching and such i use crouch blend spaces which mitigate the straight down crouch issue. granted there are some issues i keep meaning to ask YuriNK about like knees bending backwards sometimes, but its probably a issue with how ive got it setup.
                        In my opinion its a good basis, but as hes said its more for 3rd person representation, requires some modifications for a complete 1st person body

                        Hey Guys, Just bought the plugin, I am Developing on a Oculus Quest / (Works similar to Rift). Do you think you could Share those offsets with me?The 4.22 Singleplayer map works perfect with Oculus Quest after resetting the hand offset but there is no ReplicateFullBodyState for multiplayer replication like in the 4.20 Muliplayer demo. Can the multiplayer replication be added to the 4.22 Version? In the 4.20 Muliplayer demo the pawns arms are bent / not fully extended. and not as good as in in the 4.22 singleplayer demo.

                        I also get the issue Rareden mentions about when you crouch down to pick something off the ground, if you look at your feet, your legs will do a 90degree sometimes 180 degree rotation , seperate from your torso and arms.


                        Cheers!!
                        Last edited by Morton-Beyond; 07-01-2020, 08:20 AM.

                        Comment


                          Hey Yuri, basically at the moment I am trying to get multiplayer and replication working on 4.24. I assume the Single-player demo would not work for multiplayer (replication).

                          When trying to upgrade the 4.20 Multiplayer demo to version 4.24 It wont compile and I get this error

                          Error Could not find definition for module 'SteamVRController', (referenced via Target -> VRIKBodyDemo.Build.cs) VRIKBodyDemo C:\beyond\VRIKBody_Project_420(multiplayer)\VRIKBodyDemo\Intermediate\ProjectFiles\UnrealBuildTool 1

                          Would it be possible to release a multiplayer working version for 4.24 or modify the single-player demo to work with replication?. My project is using 4.24. Cheers!

                          Comment


                            Good News . Yuri Contacted me and said a new Multiplayer Demo will be released which fixes the compile problem with 4.24+. !

                            Comment


                              Originally posted by Morton-Beyond View Post


                              Hey Guys, Just bought the plugin, I am Developing on a Oculus Quest / (Works similar to Rift). Do you think you could Share those offsets with me?The 4.22 Singleplayer map works perfect with Oculus Quest after resetting the hand offset but there is no ReplicateFullBodyState for multiplayer replication like in the 4.20 Muliplayer demo. Can the multiplayer replication be added to the 4.22 Version? In the 4.20 Muliplayer demo the pawns arms are bent / not fully extended. and not as good as in in the 4.22 singleplayer demo.

                              I also get the issue Rareden mentions about when you crouch down to pick something off the ground, if you look at your feet, your legs will do a 90degree sometimes 180 degree rotation , seperate from your torso and arms.


                              Cheers!!
                              Morton-Beyond
                              Heres the offsets our users seem to find correct that we are using. These are for world scale at default 100, if you change the scale you need to linearly scale these with it and set them again in the VRIKbody component.
                              I resolved the body flipping issue some time ago, i would have to look through the code again to find what i did.
                              Theres no real need i found for replicating the fullbody state unless you really need the cpu time, even when i modified this to support vive full body tracking i just replicate the tracker relative transforms then do the rest on the client.

                              Code:
                              /* VR Controler hand offsets, found by users and trial and error */
                              static FTransform HandOffset_Index = FTransform(FRotator(5.0f, -15.0f, -10.0f).Quaternion(), FVector(-13.7f, -3.22f, -1.f), FVector(1, 1, 1));
                              static FTransform HandOffset_ViveWand = FTransform(FRotator(-3.37f, -50.f, -4.5f).Quaternion(), FVector(-15.7f, -1.78f, -6.f), FVector(1, 1, 1));
                              static FTransform HandOffset_OculusCV1 = FTransform(FRotator(2.5f, 7.5f, 10.5f).Quaternion(), FVector(-16.f, -3.f, -6.f), FVector(1, 1, 1));
                              static FTransform HandOffset_WMR = FTransform(FRotator(14.132f, -1.971f, 2.5f).Quaternion(), FVector(-0.7, .22f, -1.85f), FVector(1, 1, 1));

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