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    Originally posted by YuriNK View Post
    Hi,
    1. Works on my side. Probably, "SteamVR Input" plugin overrided binding files. Try to replace files in [project folder]/Config/SteamVRBinding/ folder from the original project archive.
    2. A'll update the project soon, but you can fix it quickly and easy right now: https://sun9-13.userapi.com/c854220/...VglABobclQ.jpg
    3. I have an idea for totally different no-HMD option: to use calibration process absolutely equal to default HMD map, but with additional tracker attached to head. And after calibration actor would take off headset to capture from tracker. What do you think about it?
    Hi YuriNK,
    Sorry for late replying.
    Problem 1 & 2 are solved. Thank you!
    And about the question related to No-hmd Map, I wonder if I take tracker back after headset calibration, the tracker position will need to be exactly the same? Because every time I wear the head tracker, the position might slightly different...

    Besides the question above, I recently find leg mocap jitter easily, even when trackers are tied, and with or without thigh trackers. you can see the video here:
    https://youtu.be/PYJ3xhP85HE
    Do you have any suggestion to help me improve this?

    Comment


      Originally posted by Mr.M View Post
      And about the question related to No-hmd Map, I wonder if I take tracker back after headset calibration, the tracker position will need to be exactly the same? Because every time I wear the head tracker, the position might slightly different...
      Yes, that's why I didn't use this approach before. But it's easier to calibrate all bones neatly in VR, so - even at the cost of less accurate head calibration after removing headset - probably it worth it. Also, you can ask somebody else to wear on headset/controllers and guide you in a process of calibration.

      This mode is already implemented in the executable demo, so you can try it.

      Originally posted by Mr.M View Post
      Besides the question above, I recently find leg mocap jitter easily, even when trackers are tied, and with or without thigh trackers.
      Earlier I optimized leg solver for better accuracy with additional knee tracker, but it caused this unwanted behaviour with simple IK solver. Working to decrease this effect. Going to release update at the next week (also, with new function for VR gloves): https://youtu.be/A84-mCBfnyA

      Originally posted by Mr.M View Post
      Do you have any suggestion to help me improve this?
      Not sure, but right now you can try this: https://sun9-28.userapi.com/c854320/...1SpvQhX6iE.jpg
      Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
      And random stuff at Youtube

      Comment


        Originally posted by Mr.M View Post
        Besides the question above, I recently find leg mocap jitter easily, even when trackers are tied, and with or without thigh trackers. you can see the video here:
        https://youtu.be/PYJ3xhP85HE
        Just submitted update. Changes: new algorithm to detect trackers attached to pelvis and ribcage + general smoothing filter + feet filter.

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

        Comment


          How can i capture animation At the noHMD map ? Could you please show me a new video?

          Comment


            I updated ViveMocap project for 4.23 (+ project using Valve SteamVR Input plugin) with follow changes:
            • Fixed: manual calibration
            • New: calibration new can be saved and loaded via menu
            • New: C++ files removed from the project (now it's 100% blueprint project)

            I also fixed issue with mixing up of trackers and controllers for trackers. It still don't work for controllers, but I'll fix it in the next update. For now, use the follow sequence to avoid problems:
            1) open the project
            2) turn on controllers
            3) wait a few seconds
            4) turn on Vive Traclers

            Please download new project if you used VMK for motion capture.
            Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
            And random stuff at Youtube

            Comment


              What can be done to have the hands follow the controller better? I'm always having a big offset and haven't been able to fix it with the manual calibration. The picture is with the mocap project for 4.22 and upper body tracking only (no elbow or shoulder trackers). Scaling is on and I'm rather tall with long arms (just below 2m). Depending on how I move the hand the controller will be left or right of the hand instead of matching the position. Index controllers are used here, are they a possible cause?

              I also tried with a different human rig following the "setup custom skeletal mesh" video but the offsets were far worse with that. Tried it with upper arm tracker was well but booth the upper arm and hand tracker had double the offset of the picture. Anyone got an idea whats the possible cause for the big offsets?

              Comment


                Originally posted by Mike9 View Post
                Manual calibration didn't work well. I fixed it, but only in demo project for UE4.23.

                Still, I never saw such offsets with any mesh. Could you make a video with calibration in T pose?

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

                Comment


                  Originally posted by YuriNK View Post
                  Manual calibration didn't work well. I fixed it, but only in demo project for UE4.23.

                  Still, I never saw such offsets with any mesh. Could you make a video with calibration in T pose?
                  Ok I did switch to UE4.23 and the tracking is good there with the default setup using the full body. If switching to upper body only during setup it still has some offset but I can work with the full body tracking option.

                  Whats left is the offset when using a different mesh. At the end of the calibration the arms jump up like here:
                  https://imgur.com/lK9wrG2

                  My guess is it's related to the default pose which is the A pose for that character. I did change the animations to her TPose animation (1xBP_ManualCalibration class default settings, 1x ABP_Mannequin anim graph). Is there another step required to whats shown in the video when setting up an A pose character?

                  Comment


                    I tried out the demo. But it doesn't seem to work for me. I'm on a vive with index controllers, 2 feet trackers and a pelvis tracker. I get the same result as seen in this video that someone posted as a question on the marketplace page: https://www.youtube.com/watch?v=PHuN...ature=youtu.be

                    Do you know what could be causing this problem or how I could get around ti? Thanks.

                    Comment


                      Mike9
                      It's enough to set T-pose in anim blueprint, you can keep A-pose in manual calibration blueprint.

                      I see two possible explanations: 1) for some reason, it calibrates other bones then hands (for example, lowerarms) to motion controllers. If you clicked manual calibration, trackers and controllers at calibration mesh have labels with names of bones. Are they correct? 2) something is wrong in auto-rig. Could you send me screenshot of the skeleton hierarchy and also screenshot of bones map in a skeleon preset actor? If it's possible for you to send the mesh itself, it would help a lot. My e-mail: ykasczc@gmail.com
                      Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
                      And random stuff at Youtube

                      Comment


                        The labels shown during manual calibration are correct with hand l and hand r.
                        I have sent the files to your e-mail.

                        Comment


                          ViveMocapKit_ProjectSVRI_423 UpperArmLeft will drive the Rigcage controller wrongly

                          Comment


                            There is a compiler error in the latest project ~
                            Attached Files

                            Comment


                              When I use ue4 for mac ,click install to Engine in Library,there is no response ~~ other plugin like steamVR input is ok

                              Comment


                                Originally posted by freedom069091 View Post
                                ViveMocapKit_ProjectSVRI_423 UpperArmLeft will drive the Rigcage controller wrongly
                                Should be fixed with lastest 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

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