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  • 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.

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  • 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:


  • replied
    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.

    Originally posted by crossmr View Post
    Presales question: Does the real thing work better than the demo? I fired up your executable demo to test it out on my oculus rift and it was kind of underwhelming. Not only was it impossible to get the hands to line up properly (which threw off the whole arm calculation making it look terrible), turning in the avatar was also very poor. When you faced the direction you started in, it seemed fine, but if you turned to look another direction the body started moving oddly, like maybe it couldn't determine if you were turning just your head or your whole body. I also notice that based on that demo there isn't much solving done for picking things up while bent over. Like a lot of other IK systems even if you're HMD is facing the ground it gives you this straight up and down crouch and your hands just go between your legs rather than bending over properly.
    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
    Last edited by Rareden; 06-13-2019, 10:20 PM.

    Leave a comment:


  • replied
    Presales question: Does the real thing work better than the demo? I fired up your executable demo to test it out on my oculus rift and it was kind of underwhelming. Not only was it impossible to get the hands to line up properly (which threw off the whole arm calculation making it look terrible), turning in the avatar was also very poor. When you faced the direction you started in, it seemed fine, but if you turned to look another direction the body started moving oddly, like maybe it couldn't determine if you were turning just your head or your whole body. I also notice that based on that demo there isn't much solving done for picking things up while bent over. Like a lot of other IK systems even if you're HMD is facing the ground it gives you this straight up and down crouch and your hands just go between your legs rather than bending over properly.

    Leave a comment:


  • replied
    Originally posted by Dogū View Post
    You've been so much help, I'm sorry to ask one more question.
    When I load a saved calibrated body, the mesh is always larger than what was saved. It works fine when I set Rescale Mesh to OFF, but then I lose that functionality when calibrating the original person. I guess what I'm asking is when you do an update if you can let us set rescale mesh to off during runtime in blueprints. That way I can switch rescale mesh to off if a calibratited body save is detected.
    Unless, I'm missing something..
    Hi,

    I'll take a look at this issue.

    Leave a comment:


  • replied
    You've been so much help, I'm sorry to ask one more question.
    When I load a saved calibrated body, the mesh is always larger than what was saved. It works fine when I set Rescale Mesh to OFF, but then I lose that functionality when calibrating the original person. I guess what I'm asking is when you do an update if you can let us set rescale mesh to off during runtime in blueprints. That way I can switch rescale mesh to off if a calibratited body save is detected.
    Unless, I'm missing something..

    Leave a comment:


  • replied
    Originally posted by FurrieBunnie View Post
    How important is the calibration? My use case is a VR MMORPG. There are many hero meshes and obviously I cant calibrate every mesh to every player.
    It's important. You can force the plugin to use default values without calibration (only height would be calibrated automatically), but result wouldn't be satisfying.

    But: the idea of calibration is to measure player's height, arms length etc. It's not about used mesh. So player should do it only once at start, and you can save calibration in file.

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  • replied
    How important is the calibration? My use case is a VR MMORPG. There are many hero meshes and obviously I cant calibrate every mesh to every player.

    Leave a comment:

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