Link: https://www.unrealengine.com/marketplace/vr-ik-body
Thread for feedback, questions, support, suggestions and rage.
Note 1: for better results you need to adjust settings in VRIKBody / Body Params rollout for your skeletal mesh. Most of them are overwritten by body calibration though, but not all.
Note 2: legs animation works atop of strafe blendspace which you need to setup manually for your skeletal mesh. If you don't have walking animations, you can remove this part from animation blueprint. But default walking cycle (inside of PoseSnapshot object) doesn't look very good.
Note 3: I update the plugin often for three lastest version of the engine (it's Marketplace limitation), so older versions have some already fixed bugs and don't include newer features.
Documentation: https://drive.google.com/open?id=1n7...HHJ24gpE7IHb78
Video Tutorial: https://www.youtube.com/watch?v=CncQQyvaYZ4
Older Example Projects
4.16: https://drive.google.com/file/d/1J-b...mYQYvvP22/view
4.18: https://drive.google.com/file/d/1c6Z...BEZGFTlCl4Wl8L
4.19: https://drive.google.com/file/d/1Uny...6RMvBZI0KYZOBB
4.20+ old project (with multiplayer map): https://drive.google.com/file/d/1IDD...-ZZmoMWVPKdlUr
4.20-4.22 default project: https://drive.google.com/file/d/16bT...w8is0S5A7/view
Common Issues
1. Skeletal mesh remains in T-pose.
- Make sure that PoseSnapshot node in the animation blueprint has Mode = "Snapshot Pin"
- If player actor is placed at the level (auto-possessed), make sure that its skeletal mesh component has correct animation blueprint.
2. Elbows bended in a wrong direction.
- Set "Invert Elvows" property in the VR IK Skeletal Mesh Translator component.
3. Hands can't reach controllers when hands are stretched up/down.
- Modify "Spine Vertical Offset" in the VR IK Skeletal Mesh Translator component.
4. Legs aren't animated.
- Make sure that "Compute Legs IK" adnd "Compute Hands IK" are checked in the VR IK Body settings.
- If animation blueprint was retargeted from the sample project mannequin blueprint, check the follow animation nodes: "Layered Blend per Bone" and "Blend Bone by Channel". Retargeting manager doesn't update names of bones in this nodes, so you need to do it manually.
5. Wrists have wrong position relative to motion controllers.
- Modify "Right Palm Offset" and "Left Palm Offset" propertis of the VR IK Body component.
6. Plugin don't work in packaged project.
- Add "Delay" node in BeginPlay event before initialization of the plugin's components. [planned to fix]
Thread for feedback, questions, support, suggestions and rage.
Note 1: for better results you need to adjust settings in VRIKBody / Body Params rollout for your skeletal mesh. Most of them are overwritten by body calibration though, but not all.
Note 2: legs animation works atop of strafe blendspace which you need to setup manually for your skeletal mesh. If you don't have walking animations, you can remove this part from animation blueprint. But default walking cycle (inside of PoseSnapshot object) doesn't look very good.
Note 3: I update the plugin often for three lastest version of the engine (it's Marketplace limitation), so older versions have some already fixed bugs and don't include newer features.
Documentation: https://drive.google.com/open?id=1n7...HHJ24gpE7IHb78
Video Tutorial: https://www.youtube.com/watch?v=CncQQyvaYZ4
Older Example Projects
4.16: https://drive.google.com/file/d/1J-b...mYQYvvP22/view
4.18: https://drive.google.com/file/d/1c6Z...BEZGFTlCl4Wl8L
4.19: https://drive.google.com/file/d/1Uny...6RMvBZI0KYZOBB
4.20+ old project (with multiplayer map): https://drive.google.com/file/d/1IDD...-ZZmoMWVPKdlUr
4.20-4.22 default project: https://drive.google.com/file/d/16bT...w8is0S5A7/view
Common Issues
1. Skeletal mesh remains in T-pose.
- Make sure that PoseSnapshot node in the animation blueprint has Mode = "Snapshot Pin"
- If player actor is placed at the level (auto-possessed), make sure that its skeletal mesh component has correct animation blueprint.
2. Elbows bended in a wrong direction.
- Set "Invert Elvows" property in the VR IK Skeletal Mesh Translator component.
3. Hands can't reach controllers when hands are stretched up/down.
- Modify "Spine Vertical Offset" in the VR IK Skeletal Mesh Translator component.
4. Legs aren't animated.
- Make sure that "Compute Legs IK" adnd "Compute Hands IK" are checked in the VR IK Body settings.
- If animation blueprint was retargeted from the sample project mannequin blueprint, check the follow animation nodes: "Layered Blend per Bone" and "Blend Bone by Channel". Retargeting manager doesn't update names of bones in this nodes, so you need to do it manually.
5. Wrists have wrong position relative to motion controllers.
- Modify "Right Palm Offset" and "Left Palm Offset" propertis of the VR IK Body component.
6. Plugin don't work in packaged project.
- Add "Delay" node in BeginPlay event before initialization of the plugin's components. [planned to fix]
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