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    Hi again YuriNK,

    I have just bought a Valve Index complete kit with Knuckles controllers, but I am having trouble getting everything set up to work along with my HTC rackers also (which I have 6 of now). My PC has no USB 2.0 slots so I have just ordered a USB 2.0 card to hook my hub up to thinking that it might be the USB 3.0 controller that is running over or something?

    The trackers will pair up but not, it seems when the knuckles are also linked up and working...

    Any help or ideas would be greatly appreciated, thank you.

    *** THIRD EDIT *** in the end I had to purchase this startech PEXUSB3S44V usb 3.0 card to get everything working as it should.... you can check out a review of the card here:-

    https://www.youtube.com/watch?v=qKLkj3nfd9U&t=2s

    Cheers!
    Last edited by jobywood; 04-30-2020, 03:10 PM.

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      Hi YuriNK,

      I've got a few questions:

      1. Is it possible to make the tracker meshes invisible after the calibration process is done? How could that be done?
      I've only used the vanilla demo of yours.

      2. Also, is it possible to limit the elbows movement when not using Tracker for them? I only got the basic setup. Vive controller, HMD and 3 Tracker for pelvis and feet. The knees are ok but the elbows go haywire.

      3. Instead of scaling the avatar is it possible to scale the player character? For example if the character is only half a meter high, it would be a better VR experience to see the world from someone/something of that height. (I think that's possible in VR Chat)

      Comment


        Originally posted by Sen3D View Post
        Hi YuriNK,

        I've got a few questions:

        1. Is it possible to make the tracker meshes invisible after the calibration process is done? How could that be done?
        I've only used the vanilla demo of yours.

        2. Also, is it possible to limit the elbows movement when not using Tracker for them? I only got the basic setup. Vive controller, HMD and 3 Tracker for pelvis and feet. The knees are ok but the elbows go haywire.

        3. Instead of scaling the avatar is it possible to scale the player character? For example if the character is only half a meter high, it would be a better VR experience to see the world from someone/something of that height. (I think that's possible in VR Chat)
        1. Open BP_CapturePawn blueprint and add these nodes (see screenshot) and the end of "ReadyToRecord" event.

        2. No, unfortunately. Make sure that orientation of virtual hand palm fits well real palm. Elbows should work better then.

        3. It would require to scale a whole world (as UE4 receives coordinates of camera and motion controllers in real scale), which isn't possible. You can disable avatar scaling in menu, but, in this case, avatar wouldn't fit actor (so you'd see small avatar from outside).
        Attached Files
        Last edited by YuriNK; 04-10-2020, 03:34 PM.
        Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
        And random stuff at Youtube

        Comment


          We have an issue with networking.

          We based your work on your replication sample all is working well except enabling capture on server's pawn on a client machine.
          Server can see itself and the client capturing but the client only sees itself and the bIsCapturing of the server's pawn on client machine is false.

          Comment


            Hi, YuriNK!

            First of all, I want to say that your plugin is very cool! Now I can capture motion directly in UE4 and its very useful!)

            Could you help me please?
            I want to create custom level and use your plugin on it. But when I call "Prepare for Calibration" node, I get very huge static mesh(look at the picture). And I can't set bones and fill skeletal mesh with my trackers on this step. Then when I call "Calibrate Bones" it doesn't calibrate and as a result I have skeletal mesh in T-pose which I can't control.

            I made my setup according to the pdf instructions.
            I attached screenshots from my project for better understanding,

            In demo level ("MocapMap") plugin works perfectly
            Please, could you give me advice what should I do and what am I doing wrong?
            Attached Files

            Comment


              Zipker
              BP_CapturePawn is looking for BP_SkeletonPreset actor in BeginPlay with "IsDefault" variable checked, then it updates CaptureDevice component settings and skeletal mesh/aimation blueprint from this object. So either re-create this actor on your level (and click "SetDefault") or disable this nodes in BP_CapturePawn actor to use settings pre-defined in the blueprint.
              Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
              And random stuff at Youtube

              Comment


                Feature Request

                I was wondering if it would it be possible to add a clone feature to the program. When making animations a lot of scenes tend to be interacting with another character so its good to have a reference point. A nice feature would be able to take one mocap and have the ability to play it back as a clone while you take the second and then be able to interact with it.

                Take making a fight scene for example:
                1. Record 1st Mocap: (A) Makes a punch.
                2. Postions 1st Mocap (A) And begins playback as clone.
                3. Record 2nd Mocap: (B) Reacts to punch.
                4. Save scene then export.
                5. Open parts (A) and (B) in the animation suite the animations will fit together nicely with timing and distance.
                Thanks for bringing this program about its been a great help to my projects.

                Comment


                  i am having some issues setting up my blueprints iam using 4.25 and your projects wont open, any assistance would be appreciated. i have already sent an email with more information

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