Announcement

Collapse
No announcement yet.

VR IK Body - Support

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #76
    Originally posted by Major Mints View Post

    docs folder isn't appearing in location specified, is this documentation up to date?
    Sorry,
    https://drive.google.com/open?id=1iY...-cxi3U6yQHU9kL
    Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
    And random stuff at Youtube

    Comment


      #77
      New documentation: https://drive.google.com/open?id=1n7...HHJ24gpE7IHb78
      Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
      And random stuff at Youtube

      Comment


        #78
        太棒了,感谢。我们正在尝试。

        Comment


          #79
          1.0.7 Update info

          New parameters:
          (float) VRIKSkeletalMeshTranslator::ScaleMultiplierHorizontal (mesh height multiplier)
          (float) VRIKSkeletalMeshTranslator::ScaleMultiplierVertical (mesh width multiplier)

          Both require VRIKSkeletalMeshTranslator::RescaleMesh = true
          Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
          And random stuff at Youtube

          Comment


            #80
            Hi,

            I was wondering if there will be a version of the plugin that is compatible with Unreal Engine 4.19

            Comment


              #81
              Originally posted by VWAStudio View Post
              Hi,
              I was wondering if there will be a version of the plugin that is compatible with Unreal Engine 4.19
              In a few days after the official release of 4.19. It's ready, but I'll need to rebuild it for non-preview version.
              Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
              And random stuff at Youtube

              Comment


                #82
                Iam getting a lot of errors in the log when I play or when I package the game, they repeat endlessly until they arms are configured. Any idea where they might be coming from, I assume a Tick event?

                LogVRIKSkeletalMeshTranslator: Error: [GetLastPose]: Component isn't ready.
                LogVRIKSkeletalMeshTranslator: Error: [GetLastPose]: Component isn't ready.
                LogVRIKSkeletalMeshTranslator: Error: [GetLastPose]: Component isn't ready.
                LogVRIKSkeletalMeshTranslator: Error: [GetLastPose]: Component isn't ready.

                Comment


                  #83
                  Originally posted by Yummy-Vegetables View Post
                  Iam getting a lot of errors in the log when I play or when I package the game, they repeat endlessly until they arms are configured. Any idea where they might be coming from, I assume a Tick event?
                  LogVRIKSkeletalMeshTranslator: Error: [GetLastPose]: Component isn't ready.
                  LogVRIKSkeletalMeshTranslator: Error: [GetLastPose]: Component isn't ready.
                  LogVRIKSkeletalMeshTranslator: Error: [GetLastPose]: Component isn't ready.
                  LogVRIKSkeletalMeshTranslator: Error: [GetLastPose]: Component isn't ready.
                  It happens if LogVRIKSkeletalMeshTranslator::GetLastPose was called before mesh initialization (which happens every time). Just ignore it, I'll remove this message in the next update.
                  Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
                  And random stuff at Youtube

                  Comment


                    #84
                    Next update will include some bug fixes, better support from Character-based player blueprints, better support for a rough irregular surface, support of crawling (in beta).

                    + New simplified demo project (4.18+)
                    + Sample of proper legs animation blending in the old demo project (4.18+)
                    + New landscape demo map in the old demo project (4.18+)

                    ---

                    If you have any feature requests please let me know.
                    Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
                    And random stuff at Youtube

                    Comment


                      #85
                      Any chance you could update your tutorial? Seems outdated. Some of the nodes have changed. And I could not get my character up and running 100% with it. My character was at a 90 degree offset and the head/hands were not working at all (wouldn't move with components). Followed the tutorial, changed up Input from Components, because of the docs and also through this thread. Still no go. Tried out your example project...works like a charm...but the BP is completely different than your tutorial...
                      Website/Portfolio: http://www.VictorBurgosGames.com

                      Join me on stream: https://www.twitch.tv/BurgosGames for UE4 Game Dev. If you need help, just stop by and ask!

                      Wishlist Neko Ghost, Jump! a 2D/3D Puzzle-Platformer : https://store.steampowered.com/app/1...ko_Ghost_Jump/

                      Comment


                        #86
                        Originally posted by VictorBurgos View Post
                        Any chance you could update your tutorial? Seems outdated. Some of the nodes have changed. And I could not get my character up and running 100% with it. My character was at a 90 degree offset and the head/hands were not working at all (wouldn't move with components). Followed the tutorial, changed up Input from Components, because of the docs and also through this thread. Still no go. Tried out your example project...works like a charm...but the BP is completely different than your tutorial...
                        Have you tried basic demo project (https://drive.google.com/open?id=1KG...ovQzbfAbU1LI)? It's based at the tutorial. You can import your skeletal mesh in it and test how it works.

                        Also, make sure that skeletal mesh component in you project is rotatetd in forward direction (X axis) of the actor. If you make a screenshots of your pawn blueprint and animation blueprint I think could detect the problem.
                        Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
                        And random stuff at Youtube

                        Comment


                          #87
                          Originally posted by YuriNK View Post
                          Have you tried basic demo project (https://drive.google.com/open?id=1KG...ovQzbfAbU1LI)? It's based at the tutorial. You can import your skeletal mesh in it and test how it works.

                          Also, make sure that skeletal mesh component in you project is rotatetd in forward direction (X axis) of the actor. If you make a screenshots of your pawn blueprint and animation blueprint I think could detect the problem.
                          Yeah, your example project works...but it's not the same setup as your tutorial. I'll try to drop a character in there and see what the issue is.
                          Website/Portfolio: http://www.VictorBurgosGames.com

                          Join me on stream: https://www.twitch.tv/BurgosGames for UE4 Game Dev. If you need help, just stop by and ask!

                          Wishlist Neko Ghost, Jump! a 2D/3D Puzzle-Platformer : https://store.steampowered.com/app/1...ko_Ghost_Jump/

                          Comment


                            #88
                            Does your plugin take into Case Sensitivity on the Skeletons? If not, what else would cause a new skeleton to NOT work in your project? I literally just swapped out the skeletal mesh from your BP_Avatar and changed out some Skeletal Bone names in IK Skeletal Mesh Translator, but some are capitalized. What other setup would I need to do to get a character working in your template using your current logic?

                            Basically the TL;DR: What additional setup is required when doing a custom skeletal mesh in your template? Other than renaming the Skeleton Bones in VRIKSkeletalMeshTranslator.

                            The hands don't even move. It's basically a static sk mesh rotated 90 degrees, moves with me. But does nothing else.
                            Website/Portfolio: http://www.VictorBurgosGames.com

                            Join me on stream: https://www.twitch.tv/BurgosGames for UE4 Game Dev. If you need help, just stop by and ask!

                            Wishlist Neko Ghost, Jump! a 2D/3D Puzzle-Platformer : https://store.steampowered.com/app/1...ko_Ghost_Jump/

                            Comment


                              #89
                              BTW, I am doing the Multiplayer Setup.
                              Website/Portfolio: http://www.VictorBurgosGames.com

                              Join me on stream: https://www.twitch.tv/BurgosGames for UE4 Game Dev. If you need help, just stop by and ask!

                              Wishlist Neko Ghost, Jump! a 2D/3D Puzzle-Platformer : https://store.steampowered.com/app/1...ko_Ghost_Jump/

                              Comment


                                #90
                                Nevermind, figured it out on my own. I had to retarget the Animation BPs to the new skeletons. I don't have the docs in front of me. But you should probably put that in there. Also, should do another tutorial for the Multiplayer Setup Version which is different.
                                Website/Portfolio: http://www.VictorBurgosGames.com

                                Join me on stream: https://www.twitch.tv/BurgosGames for UE4 Game Dev. If you need help, just stop by and ask!

                                Wishlist Neko Ghost, Jump! a 2D/3D Puzzle-Platformer : https://store.steampowered.com/app/1...ko_Ghost_Jump/

                                Comment

                                Working...
                                X