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  • replied
    Originally posted by Rareden View Post
    Hi YuriNK
    We seem to be getting this crash on our character if we use "Hide Bone by Name" to hide the head bone of the mesh, it seems to occur if there is a delay proceeding it anywhere in the graph. Such as running it in begin play with a delay or on possessed in child characters or doing it with a button action at runtime.
    Not sure why this is a assertion failure since it says the array length is 95, but then saying its out of bounds.
    Hi,

    Bug fix isn't ready yet. For now, you can use a workaround. Instead of "Hide Bone by Name" you can hide head by applying zero scale in animation blueprint in "Transform (Modify) Bone" node.

    Leave a comment:


  • replied
    Originally posted by VinnyJ2020 View Post

    Ya, I tried this. The legs don't animate at all and still follow the position of the pelvis.
    I kind of want the best of the both worlds, where IK is still computed, bending the knees and leaning the legs to follow the pelvis, but keeping the feet in the same location they started.
    Hi,
    I'm pllanning update in a few days and will add this feature.

    But you can do it manually in animation blueprint, of course, using TwoBoneIK and line tracing.

    Leave a comment:


  • replied
    Originally posted by YURINK
    Try to uncheck ComputeLegsIK in settings of VRIKBody component.
    Ya, I tried this. The legs don't animate at all and still follow the position of the pelvis.
    I kind of want the best of the both worlds, where IK is still computed, bending the knees and leaning the legs to follow the pelvis, but keeping the feet in the same location they started.
    I tried grabbing the Transform of the Feet upon Initialization and storing that into a variable which I fed into Transform (Modify) Bone, but that just broke the feet off and the legs kept animating as usual.
    I wonder if there's a way to grab the Pose Information to grab the Thigh bones' position relative to the Pelvis, but have the Calf bones adjust too stay attached to the original Feet Transforms? Perhaps if I combined that with your Blend Legs to VR Body node? Not sure what else to try.

    Leave a comment:


  • replied
    Originally posted by VinnyJ2020 View Post
    Greetings,

    I am trying to keep the feet planted. I want to bend the knees still, but I want the feet to remain in their initial location and not follow the pelvis location, just rotate and IK.

    Is there an easy way to do this?
    Try to uncheck ComputeLegsIK in settings of VRIKBody component.

    Leave a comment:


  • replied
    Originally posted by Rareden View Post
    Hi YuriNK
    We seem to be getting this crash on our character if we use "Hide Bone by Name" to hide the head bone of the mesh, it seems to occur if there is a delay proceeding it anywhere in the graph. Such as running it in begin play with a delay or on possessed in child characters or doing it with a button action at runtime.
    Not sure why this is a assertion failure since it says the array length is 95, but then saying its out of bounds.
    Hi,
    I'll fix it in the next update.

    Leave a comment:


  • replied
    Greetings,

    I have just purchased your Plugin and have got it setup, tracking hand and body movement well. Feels great. Easy to get started. Thanks.

    I am trying to keep the feet planted. I want to bend the knees still, but I want the feet to remain in their initial location and not follow the pelvis location, just rotate and IK.

    Is there an easy way to do this?

    Leave a comment:


  • replied
    Hi YuriNK
    We seem to be getting this crash on our character if we use "Hide Bone by Name" to hide the head bone of the mesh, it seems to occur if there is a delay proceeding it anywhere in the graph. Such as running it in begin play with a delay or on possessed in child characters or doing it with a button action at runtime.
    Not sure why this is a assertion failure since it says the array length is 95, but then saying its out of bounds.

    Code:
    Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\UE4\Epic Games\UE_4.23\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 614] Array index out of bounds: 95 from an array of size 95
    
    UE4Editor_Core
    UE4Editor_Core
    UE4Editor_Core
    UE4Editor_Core
    UE4Editor_VRIKBodyRuntime!DispatchCheckVerify<void,<lambda_3ed84221848d3ae3b9a1dd274190938d> >() [d:\ue4\epic games\ue_4.23\engine\source\runtime\core\public\misc\assertionmacros.h:165]
    UE4Editor_VRIKBodyRuntime!FAnimNode_VRIKFingersSolver::Evaluate_AnyThread() [v:\helios\plugins\vrikbody\source\vrikbodyruntime\private\animnode_vrikfingerssolver.cpp:136]
    UE4Editor_Engine
    UE4Editor_AnimGraphRuntime
    UE4Editor_Engine
    UE4Editor_Engine
    UE4Editor_Engine
    UE4Editor_Engine
    UE4Editor_Engine
    UE4Editor_Engine
    UE4Editor_Engine
    UE4Editor_Engine
    UE4Editor_Engine
    UE4Editor_Core
    UE4Editor_Core
    UE4Editor_Core
    UE4Editor_Core
    UE4Editor_Core
    kernel32
    Last edited by Rareden; 01-04-2020, 02:04 AM.

    Leave a comment:


  • replied
    Originally posted by YuriNK View Post

    a. Invalid actions manifest can break tracking of controllers. Make sure that actions manifest and binding files ([project's folder]/Config/SteamVRBindings) are valid in your project. Try to add some input actions and regenerate both manufest and bindings.

    You also can create new project based on VR template, enable Valve SteamVR Input plugin and check if it works.

    Note that raw VR actions like "Motion Controller (R) Trigger" don't work with SteamVR Input plugin. You need to create custom actions for all of them in Project Settings -> Input and then replace input events in BP_PlayerPawn or BP_PlayerCharacter.

    b. If you used Diriect VR Input, try to switch to input from components (input from components is default in my demo prpoject VRIKBodyDemo_New).
    * in VRIKBody settings set "VR Input Option" = "Input from Components".
    * in BeginPlay event instead of VRIKBody::ActivateInput use VRIKBody::Initialize.
    Thank you Yuri! That worked like a charm. Option A you suggested was the step I was missing. After adding the SteamVR plugin to the project, I went through the steps in the SteamVR menu
    1) Added Sample Inputs
    2) Regenerate Action Manifest
    3) Regenerate Controller Bindings
    4) Reload Action Manifest

    I then went into the BP_PlayerCharacter blueprint and swapped out the existing commands (e.g. MotionController (R) Trigger / MotionController (R) Grip1) with equivalents from the default Steam VR inputs (e.g. InputAction GrabRight)

    Everything is working fine following those steps. Thank you for the very quick response!

    Leave a comment:


  • replied
    Originally posted by Rogueknight View Post
    Hi Yuri - Thank you for sharing this plugin with the community!

    I wanted to ask if the VRIK Body plugin is compatible to your knowledge with the latest SteamVR input plugin - 1.8 - sdk 1.8.19?

    When I attach the SteamVR plugin to an unedited version of the VRIK body (4.23 project template from unreal marketplace page), the arms drop to the side and the motion controllers are unresponsive (VR Preview mode) - although they are tracking and registered by SteamVR out of game. When you remove the SteamVR plugin from the project, everything works as normal.
    a. Invalid actions manifest can break tracking of controllers. Make sure that actions manifest and binding files ([project's folder]/Config/SteamVRBindings) are valid in your project. Try to add some input actions and regenerate both manufest and bindings.

    You also can create new project based on VR template, enable Valve SteamVR Input plugin and check if it works.

    Note that raw VR actions like "Motion Controller (R) Trigger" don't work with SteamVR Input plugin. You need to create custom actions for all of them in Project Settings -> Input and then replace input events in BP_PlayerPawn or BP_PlayerCharacter.

    b. If you used Diriect VR Input, try to switch to input from components (input from components is default in my demo prpoject VRIKBodyDemo_New).
    * in VRIKBody settings set "VR Input Option" = "Input from Components".
    * in BeginPlay event instead of VRIKBody::ActivateInput use VRIKBody::Initialize.

    Leave a comment:


  • replied
    Hi Yuri - Thank you for sharing this plugin with the community!

    I wanted to ask if the VRIK Body plugin is compatible to your knowledge with the latest SteamVR input plugin - 1.8 - sdk 1.8.19?

    When I attach the SteamVR plugin to an unedited version of the VRIK body (4.23 project template from unreal marketplace page), the arms drop to the side and the motion controllers are unresponsive (VR Preview mode) - although they are tracking and registered by SteamVR out of game. When you remove the SteamVR plugin from the project, everything works as normal.

    I appreciate your guidance if this is something you have seen before - or I apologize if I have missed an obvious step in the process to link these together!

    Leave a comment:


  • replied
    Thank you for plugin, been working with for months. Main issue as of late is skeleton is spazzing as result of pawn speed / velocity. My character flies and moves pretty fast and past a certain point it makes the skeleton flicker on and off. Another example is if I fly high enough and then cut my jets. As the pawn is falling the legs glitch up into the air above the players head and don't catch up until pawn hits ground. Or if I boost in any direction with too much velocity the IK skeleton lags behind the pawn.

    I like the effect of the motion on the IK skeleton and it seems to be either inside Update Skeleton or the Get Last Pose function. How would I ( preferably extremely dampen ) or completely remove this effect? Supposed to be launching game EA in 30 days and this is holding me up.

    Thanks for everything.

    Leave a comment:


  • replied
    Originally posted by YuriNK View Post
    I know about this problem and investigate it but have no solution yet. I believe, best approach is to apply physics with constraints 'above' animation, but don't know how to do that.

    Also, there is a parameter called ElbowSinkFactor in VRIKBody component ("Body Params" rollout). You can decrease it (even below zero) to adjust elbows prediction algorithm.


    I'm not sure, but try to disable torso ik (VRIKSkeletalMeshTranslator:isableFlexibleTorso), when player is looking down (Dot Product (Camera->GetForwardVector & Vector(0, 0, -1) is close to 1).
    Thanks Yuri for the response!

    Will give this a try and get back to you.

    Leave a comment:


  • replied
    Originally posted by thetinger View Post
    Hi Yuri,

    Huge fan of your plugins. Using both your VR IK Body Solver as well as your Text to Lip Sync.

    Just have a question in regards to the body solver. Is there a way to limit rotation of the elbows from rotating into the body of the player.

    At the moment we have gotten it to work without a lowerarm twist and am wondering if limited the rotation is possible.
    I know about this problem and investigate it but have no solution yet. I believe, best approach is to apply physics with constraints 'above' animation, but don't know how to do that.

    Also, there is a parameter called ElbowSinkFactor in VRIKBody component ("Body Params" rollout). You can decrease it (even below zero) to adjust elbows prediction algorithm.

    Originally posted by thetinger View Post
    Hi Yuri,
    In addition, what would you recommend for adjusting the chest position to be further back as well as having the IK input be limited to a certain angle of the headset rotation (this is because when you look straight down the Body starts to glitch out and snap forward awkwardly).
    I'm not sure, but try to disable torso ik (VRIKSkeletalMeshTranslator:isableFlexibleTorso), when player is looking down (Dot Product (Camera->GetForwardVector & Vector(0, 0, -1) is close to 1).

    Leave a comment:


  • replied
    Originally posted by Syed1074 View Post
    When I move my character is getting bigger and when I stop moving it become smaller again.
    It happens because of blending between walking blend space and captured pose. I can't test it right now without headset, but it seems that anim blueprint from new demo project should work correctly (it looks like this: https://sun9-52.userapi.com/c857636/...yXwxtRYX9A.jpg). If you already use it, try to add idle pose in the center of walking blend space and remove switching between Pose Snapshot and blended pose: https://sun9-18.userapi.com/c858532/...ysZNexSojo.jpg

    Leave a comment:


  • replied
    Hi Yuri,

    Huge fan of your plugins. Using both your VR IK Body Solver as well as your Text to Lip Sync.

    Just have a question in regards to the body solver. Is there a way to limit rotation of the elbows from rotating into the body of the player.

    At the moment we have gotten it to work without a lowerarm twist and am wondering if limited the rotation is possible.

    In addition, what would you recommend for adjusting the chest position to be further back as well as having the IK input be limited to a certain angle of the headset rotation (this is because when you look straight down the Body starts to glitch out and snap forward awkwardly).

    Thanks for taking the time. Looking forward to your response.

    Leave a comment:

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