Comments (6)
Thank you for being so thorough with your notes! That is very helpful for me. If the Metahuman animation blueprint is on the body mesh, everything should be correct. As long as you are clicking into the game view after the game launches, it should be good to go, but I have noticed that input is a bit intermittent in the UE4 editor.
If you aren't getting inputs, it could be a problem with steam vr. I've noticed sometimes if I don't boot up my controllers first, a tracker can assume that role and even when pairing controllers I don't get input. This is extremely rare however, and doesn't persist.
I put an event that you can hook up at the end of Begin Play that runs into the calibration process after a delay.
If you are using index controllers, you can also try this project. This is the empty project I use for all my coding/tests: https://www.dropbox.com/s/trdhmvlpp45ozgr/VRMocap_427.rar?dl=0
Let me know if this helps.
from megamocapvr.
Thank you for being so thorough with your notes! That is very helpful for me. If the Metahuman animation blueprint is on the body mesh, everything should be correct. As long as you are clicking into the game view after the game launches, it should be good to go, but I have noticed that input is a bit intermittent in the UE4 editor.
If you aren't getting inputs, it could be a problem with steam vr. I've noticed sometimes if I don't boot up my controllers first, a tracker can assume that role and even when pairing controllers I don't get input. This is extremely rare however, and doesn't persist.
I put an event that you can hook up at the end of Begin Play that runs into the calibration process after a delay.
If you are using index controllers, you can also try this project. This is the empty project I use for all my coding/tests: https://www.dropbox.com/s/trdhmvlpp45ozgr/VRMocap_427.rar?dl=0
Let me know if this helps.
New.questions_x264.mp4
Thank you very much for solving the above problem, I checked the Youtube tutorial over and over again to make sure that game gets Mouse Control was opened because one step was missing. But immediately faced with the second problem, double-clicking at the same time press B after the character immediately uncontrollable, automatically pan forward, and out of control. The keystrokes are valid when there is no synchronization.
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That looks like what happens when there is no animation blueprint (or the wrong animation blueprint) is on the character. Here's what I think it is.
https://www.youtube.com/watch?v=yS2Yy2wL1jQ
from megamocapvr.
I carefully compared the configuration in your video, which is the same
from megamocapvr.
That looks like what happens when there is no animation blueprint (or the wrong animation blueprint) is on the character. Here's what I think it is.
2021-11-26-13-53-35_x264.mp4
Thank you very much to the author, the setting function is effective, has been able to link correctly, but the action still can not track, the blueprint has a lot of errors, I am new, feel the problem eventually points to a setting, but I can not find out, disturb you rest very sorry
.
from megamocapvr.
Thank you for being so thorough with your notes! That is very helpful for me. If the Metahuman animation blueprint is on the body mesh, everything should be correct. As long as you are clicking into the game view after the game launches, it should be good to go, but I have noticed that input is a bit intermittent in the UE4 editor.
If you aren't getting inputs, it could be a problem with steam vr. I've noticed sometimes if I don't boot up my controllers first, a tracker can assume that role and even when pairing controllers I don't get input. This is extremely rare however, and doesn't persist.
I put an event that you can hook up at the end of Begin Play that runs into the calibration process after a delay.
If you are using index controllers, you can also try this project. This is the empty project I use for all my coding/tests: https://www.dropbox.com/s/trdhmvlpp45ozgr/VRMocap_427.rar?dl=0
Let me know if this helps.
This rar package was broken.
from megamocapvr.
Related Issues (20)
- Metahuman pelvis swim. HOT 8
- ❤️ Would love to help HOT 3
- UE4.26 Mannequin not work HOT 6
- Strange character deformation for models imported from Vroid HOT 10
- Please add knees tracker,and floor calibration,PLS PLS PLS HOT 2
- Problem with baking facial animation to control rig HOT 1
- List of face capture devices HOT 2
- How about support HOT 2
- Add a few more trackers HOT 1
- UE5 Not reading .uasset HOT 2
- Does this require a headset? If so, which are compatible? HOT 1
- Metahuman not moving after calibration HOT 2
- VRM IK retargeting Issue with movement and cameras UE 5.1 HOT 1
- Hello, I also tried your ControlRig, but I found that short people cannot drive Metahuman well. For example, when both arms are straight, the elbow joint is bent. Do you have any good suggestions HOT 2
- Issue with tracker controlling 2 limbs at the same time HOT 1
- Unreal engine 5.03 HOT 4
- Question about Ultra Leap hand tracking support HOT 2
- Unreal 5.2 and 5.3 HOT 6
- Getting Lots of Compile Errors HOT 2
- Can't calibrate trackers with controls. HOT 4
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