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VR IK Body - Support

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  • replied
    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

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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?

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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?

    Leave a comment:


  • replied
    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!

    Leave a comment:


  • replied
    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?

    Leave a comment:


  • replied
    Rareden
    I submitted update today to fix this bug.

    Leave a comment:


  • replied
    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().

    Leave a comment:


  • replied
    Originally posted by YuriNK View Post
    Documentation for finger solver is here (since the page 10).

    I didn't add setup for fingers in the demo project for this plugin yet, but here are screenshots from my new ViveMocapKit demo project. Everything works the same way in this plugin.

    [Setup assets to describe fingers (Add New -> Misc -> Data Asset -> VRIKFingerSolverSetup)]: https://pp.userapi.com/c848524/v8485...aBQvMigrP0.jpg
    [Animation blueprint. Event Graph]: https://pp.userapi.com/c848524/v8485...OdJCSj7zZw.jpg
    [Animation blueprint. Event Graph. Initialize Solvers]: https://pp.userapi.com/c848524/v8485...siWvRvWWiw.jpg
    [Animation blueprint. Event Graph. Update Fingers from SteamVR]: https://pp.userapi.com/c848524/v8485...4MPQV5siQ4.jpg
    [Animation blueprint. Anim Graph]: https://pp.userapi.com/c848524/v8485...V9Q2661fKM.jpg
    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?

    Leave a comment:


  • replied
    Originally posted by Rareden View Post
    Is there any documentation on the VR_IKKnuckle?
    i see you added knuckles into the vr finger solver plugin but im not seeing the additional option on the vr body solver, unless the variable above is that option.
    Documentation for finger solver is here (since the page 10).

    I didn't add setup for fingers in the demo project for this plugin yet, but here are screenshots from my new ViveMocapKit demo project. Everything works the same way in this plugin.

    [Setup assets to describe fingers (Add New -> Misc -> Data Asset -> VRIKFingerSolverSetup)]: https://pp.userapi.com/c848524/v8485...aBQvMigrP0.jpg
    [Animation blueprint. Event Graph]: https://pp.userapi.com/c848524/v8485...OdJCSj7zZw.jpg
    [Animation blueprint. Event Graph. Initialize Solvers]: https://pp.userapi.com/c848524/v8485...siWvRvWWiw.jpg
    [Animation blueprint. Event Graph. Update Fingers from SteamVR]: https://pp.userapi.com/c848524/v8485...4MPQV5siQ4.jpg
    [Animation blueprint. Anim Graph]: https://pp.userapi.com/c848524/v8485...V9Q2661fKM.jpg

    Leave a comment:

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