megasteakman / megamocapvr Goto Github PK
View Code? Open in Web Editor NEWA SteamVR powered mocap solution for Unreal Engine
License: GNU General Public License v3.0
A SteamVR powered mocap solution for Unreal Engine
License: GNU General Public License v3.0
The attach actor to component logic used in the CC3Metahuman Hybrid is floaty.
My setup includes Index HMD capture and controllers as well as 4 vive trackers (chest, pelvis, feet). Trying to capture an actor walking results in the hips rotating from left to right together with the spine bones above. Mocap actor and Metahuman are roughly the same height during the calibration.
Video of the issue:
https://youtu.be/R4MXSTEzex0
Thanks for making this amazing project open source! I am seeking for a decent VR Mocap solution recently (mostly on Unity), and your project gives me hope in Unreal.
However, I find the IK middleware is crucial to get stable, accurate and natural poses. For example, the pose solved by Manus Polygon and IKinema Orion looks better than the pose solved by Final IK.
I heard that Unreal 5 has a more advanced IK system than Unreal 4. Have you compared the differences between them? Are the poses better in Unreal 5?
I use the HTC vive HMD and vive controller, and character model form metahuman. When I done everything that I should do before run the game. controllers and trackers is useless. I make sure livelinkXR is normal, because they can control other object like cube and camera. At last I want to know that can VRMocap is used on a full set of HTC VIVE.
ps: My English is not well because it is not my native language. If I’m not accurate enough that you don’t understand, please let me know.
I don't know how to fix this problem, please help me,, many thanks.
the actor only move the whole pelvis but others bone not work , But in UE5.0 it works fine
Hey,
Really enjoyed using your plugin so far. I've been trying to bake the facial animation from a capture to the face control rig in sequencer and unfortunately its not baking any of the individual keyframes. I was wondering if you had a fix to this ?
Would really appreciate the help.
All the best,
Zak
Hi! A while back, in 2b0c778, you added support for Ultra Leap hand tracking. I'm starting to play around with it, but I think I don't quite understand the workflow for using the Leap Motion controller with MegaMocapVR.
I specified in the mocap actor that I want to use Ultra Leap for hand tracking, but when I press play I automatically go into calibration mode, which requires me to use the controllers.
I'm probably missing something obvious, but could you briefly explain what a Ultra Leap hand tracking workflow would look like in MegaMocapVR?
Thanks a lot!
So I downloaded the code and I'm running through the initial set up. I unzipped the source files and copied them into my project content folder. The playerpawn.usset is there but when I open the project it doesn't show at all. I'm using the updated UE5... I haven't tried in 4.27 yet... wondering if you had a suggestion.
Hey Kyle, this phenomenal stuff. Would love to pitch in where I can. Maybe we can setup sometime to chat about the project [email protected]
Good Day, I have a small Issue regarding the opening and use of your repo. Whenever I follow your youtube tutorial on how to get the assets into Unreal Engine, I fail.
The Files VRMocap_EditorWidget.uasset, etc, which are in the first folder just won't show up, whatever I do. 5.0.0, 4.26, 4.27 none work. I did it the right way over the File Explorer from Windows and it still decides to not show up, on the other hand, some .uasset show up, some don't.
I am really confused about what to do... Thanks for your help
Hello there! Is there any possibility to hear from you a brief guide how to add a pair of additional trackers to your setup. For example, we want to add 2 trackers for the shoulders and 2 trackers for the knees. We want to try it on our own, and it would be nice to here some thoughts from you. Thanks in advance.
Hi there Megasteakman,
Firstly I'd like to say thank you for creating this project. I'm relatively new to unreal but understand enough to realize what a fantastic addon this is! I'm looking to get into doing my own animating using your project and wanted to know if it's possible to run this on unreal without a headset? If not, which headsets should be compatible? I recently purchased 2 index controllers, 7 trackers and 2 base stations but seem to have trouble getting this working and assume it's due to not having an index or vive headset and wanted to know what my options would be since vive VR is all new to me! Thank you in advance!
When using the spectator camera with a game controller to rotate the playspace, XYZ translations aren't rotated to match.
For example, rotating the playspace 180 degrees would mean that moving left in the VR space would end up moving right in the system.
Hi there,
Thanks a lot for your videos and explanations.
We have a Vtuber project and we have been struggling with the set up. (Vive trackers, index controllers, iphone, unreal engine). We have our own 3d model (fbx file)
We would like to know if you could assist us or help us find someone who could (we can discuss an arrangement)
Please let us know asap, we are desesparate :)
Many thanks!
M.
When I press play, line up the on-screen widgets for my trackers with a Metahuman, and press both B buttons to complete calibration, I hear the chime and the camera view changes, but the Metahuman does not move with the trackers.
When I line up the widgets with my character and press both B buttons, I will assume control of the character.
UE version: 5.1.1
MMVR Version: b34c338
Tracker setup:
Is this setup supported? For example, the videos show a chest and a head tracker, whereas I am using the HMD for the head and no chest tracker. I am also using no elbow trackers. In addition, I wasn't able to find a way to null out the trackers I don't have in Live Link Tracker Set Struct
, and left the default, bogus tracker IDs set for the chest and elbows.
Edit: I have a 4th tracker that I tested first as a head tracker and then as a chest tracker, but same result in both cases. Perhaps it will only work with both?
Verified the following:
-90
on the Z axis so it faces towards the positive X axis (rotation set on the Metahuman Body component in the Details pane)Live Link Tracker Set Struct
is configured with the correct tracker IDs, including the Index Controllers, Index HMD for both VR_HMD
and HeadTracker
, and trackers for feet and pelvis.Debug Strings HUD On
, see no error messages during the processIs Mocap Target
set to true, Player Index
is 0 (matches PlayerPawn), and Mocap Actor Rig Enum
is Metahuman.First, Thank you very much for sharing the project.
I have some strange problems, like "VRTrackerOffsetVisualizer unable to find player pawn".
I followed your setup video steps by steps. And when I Play, this log will be printed on screen.
I find in the blueprint, "GetPlayerSpawn" will always return the "SpectatorPawn" node.
Can you help me?
Thanks all the time.
(Before anything thanks for this awesome project)
Summary.
When using the retargeting animation BP with my vrm the tracking works but...
-Does not move around with the joystick. Like any of the other included examples, it kind tries to follow the joystick direction but doesn't move it kind of float. (Everything works perfect with the examples)
-The cameras (Selfie, Front, back) are not attached to the VRM's hands, these are at floor level. (Everything works perfect with the examples)
-The Menus appears and I can use them, they appear at my hand level and they can move around without the avatar, so that let me know that the red circle is moving around without me.
(On a side note, when reopening the project, it has a bug that my custom vrm doesn't load properly the BP so the retargeting doesn't work and I have to compile or move setting to be able to make it work, it shows the retargeting mannequin and my vrm at the same time.
Update on a side note: I found that if 2 or more skeletal mesh is inside de BP sometime it will randomly select another Skeletal mesh to posses, In my case I have accessories that can only be activated if they are inside the Actor BP)
Full Explanation:
I'm using MMVR_IKRetarget_AnimBP with a custom IK Retargeter made of IK_UE5Mannequin and my own custom IK VRM(not the one in the example).
The tracking works amazing. But I cannot use the cameras or move the avatar around like the joystick.
I tried to use the retargeting system on the examples but they don't work.
So my only option is to stick to the one that works, but I'm not able to use it at it fullest potential.
I'm using only VIVE 3.0 Trackers without Index controllers. Like I said, I'm able to do all the cool stuff with the same set up and a regular pc controller using the examples, but the retargeting system is not working as intended.
I'm pretty sure the retargeting is set correctly (IK rigs, IK Retargeter) maybe not.
Do I'm missing something?
Please help!
(custom Ik retargeting and Screenshots showing the examples Joysticks moving the avatar and the camera in correct position)
The new 5.0 VRMocap_PlayerPawn_BP.uasset file is not displayed. 4.7 is normal, but the 4.7 upgrade to 5.0VRMocap_PlayerPawn_BP.uasset does not display this content.
look this video。
https://youtu.be/1k3YeW_VwXE
bind tracker is done。
but,right hand position is error。
Hi, I just purchased 4 base stations and 7 trackers to give VRMocap a go! My only concern atm is that I did not purchase a headset.
I do have a Quest 1 headset, but I didn't see you using a headset in your videos.
Is it possible to do room configuration and everything I need without any headset at all?
Thank you!
After unzipping the files into UE5.03, the files are missing in engine. Local storage shows all necessary files where they're supposed to be...and now they don't show up.
I’m using the HMD capture with index headset and controllers as well as 4 vive trackers (chest, pelvis, feet). After calibrating the neck on my metahuman gets longer and leans forward. I have tried a couple of things like making myself smaller or larger and changing the position of the chest tracker to make the neck look natural but none of that worked. Similarly I cannot get the wrists rotation right, they are always pointing downwards relative to the arm no matter the position during calibration.
Hi,
I figured to set up all the inputs and trackers, but when I entered play mode, the model would move automatically. I though it should stay at a T-pose and let me calibrate it myself. How can I manage to do that?
I ignored this problem and continued. As you can see, the trackers move good, but I could not calibrate with the index controllers, which I thought it should be using the trigger on both controllers. My inputs are usable, you can see the model move with the thumbstick. How can I calibrate trackers to the model with the controls?
Another problems was my position wasn't automatically assigned to the model. So I needed to walk over (which made it hard to see the computer screen), or use the controllers to move the model to me (which mode the unreal camera not centered). How can I fix this problem?
I tried to move to the correct position, with the editor widget and finally I got it working, but it was so hard to do with a wireless mouse and controllers in my hand.
I used this system last year and it worked, but somehow I must have done something wrong. Please help me out on how to fix these problems. I really appreciate your work. Thanks again.
Can you add support for mocap suits like perception neuron, slimevr, and similar
Hi there,
First of all, really appreciate you for this project. I got to mocap working with the examples. However, when I imported a model made with Vroid (https://vroid.com/en/studio), the character became very strange.
This is the great result I got with the “SK_Mannequin_Mobile” skeleton mesh:
So after I got good results with the “SK_Mannequin_Mobile” skeleton mesh, I changed the skeleton mesh in my character blueprint to a ue4mannequin type that showed up when I imported my vroid model with a plugin called VRM4U (https://github.com/ruyo/VRM4U/releases).
This is how my model should have looked like:
Then I re-assigning the skeleton to "SK_Mannequin_Mobile_Skeleton" in the MMVR file which lead to the following results.
This is how it turned out after re-assigning the skeleton to "SK_Mannequin_Mobile_Skeleton" in the MMVR file:
I'm not sure what is wrong with the skeleton. Would you please have a look at this and give me some advice? Thank you very much.
I'm using Unreal 5.03, vive trackers.
The model file I imported from vroid is this one:
Anya Forger.zip
Hey,
Thanks for this!
Found it very useful for our our new vr project.
Qq do we need base stations? Its not listed under hardware. And if we do, which one do you recommend? And how many?
Many thanks
Hello
We have a kinda strange question. When we connect our vive trackers to the elbow and the foot of our character, we get the situation where one tracker rules the elbow and the foot simultaneously, and the other tracker seems to be doing nothing. Although when we are moving trackers before entering the calibration mode all trackers works fine. The trackers and all the dongles are all brand new. Hope you shed some light on this sutuation. We put the video with this bug in the link:
https://drive.google.com/file/d/1pZF1PBhUsQ9CpTJklQ7_WCily5LmLT84/view
Very odd behavior when starting actor mode with the movement actor. If you calibrate the actor with any rotation (if it is now 0,0,0, in rotation) then the walk animations and character capsule rotation won't match the actor.
This is a mystery that is might endure for generations to come.
hi friend,
when we drag the VRmocap_playerpawn into our level and start play, unfortunately the pink circle and red circle are not movable. After we successfully bind the character by pressing both the triggers of htc vive, the character cannot be controlled by our trackers. Would you help us figure out the problem?
Your project is really exciting. I Can’t wait to use it. But I’ve run into some problems, and I was hoping you could help me.
VRMocap_PlayerPawn_BP compiled with these warnings in the picture.
And I can’t use any index controller button at run time.
But in this empty project, BP compiled without warning https://www.dropbox.com/s/trdhmvlpp45ozgr/VRMocap_427.rar?dl=0
I followed the settings in your youtube video, and I don’t know what I missed.
btw,Thanks again for the project
this is a great project
How to add trackers for knees? This helps a lot with leg movements.
Please add floor calibration, if there is no headset, the Tracker will be under the floor。
THX THX THX
Hi There,
We are following your video step by step.
We Added all the plugins and tried to add the VR mocap player pawn (camera).
First off all it is not displaying like on your video (in unreal engine 4 last version and unreal 5).
then we got an error (the following member variables in blueprint have invalid type. would you like to remove them.)
When we click ok, we then are able to add the actor but its saying blueprint and doesnt show a camera like on your video.
I'm using windows 10.
Can you please help.
Many thanks
Thank you very much for sharing the project, I can't speak English, but thank you very much.
InstalledPlugins:
In file explorer I see the .uasset files, however they are not coming up in UE5, A few are, But most of them are not. How to do i get UE5 to read them?
Greetings sir. I followed your YouTube video for getting the trackers recognized by UE 5.2 and 5.3 and they worked like a charm. However, I tried to use the plugin for UE 5.3, and it didn't work. I'm guessing because its not an official commit of that particular branch. Am I correct in my assumptions? Should I just use this for 5.11? Thank you for all of your help and expertise.
Kevin
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