VR Mocap for Unreal Engine 5 - Complete Set-Up Guide

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Megasteakman

Megasteakman

Күн бұрын

Пікірлер: 277
@flufflepimp2090
@flufflepimp2090 2 жыл бұрын
I can not express how Thank full I am that you put this together. Thank you!
@NickBryant-jj5rx
@NickBryant-jj5rx Жыл бұрын
Thank you so much for sharing this valuable knowledge. I feel lucky that I came across this tutorial of yours which is exactly what I'm in great need of right at this very timing while I'm hitting my head on my desk after failing on testing, with my experimental hybrid trackers' system, a couple of Trial Ver. of ready-to-go, easy-to-setup Vive Mocap Plugins in the market. Thank you. Bless you!
@Megasteakman
@Megasteakman Жыл бұрын
Thanks! Make sure to read the documentation as things have changed a bit since 5.1 (I had to deprecate SteamVR, which caused some issues). Let me know if you have any problems!
@WorkbrandAssets
@WorkbrandAssets 3 жыл бұрын
Looks amazing, great work!
@larrychen4983
@larrychen4983 2 жыл бұрын
CitizenMetaOne and Megasteakman, you too are the most impressive people I found in the area of doing motion capture, virtual production with Unreal. Matt, I followed your work for more than a year now. Megasteakman, I ran into your videos over the weekend and was supper impressed by what you have put together.
@harryassouline
@harryassouline 3 жыл бұрын
That’s very good, it seems all level at first but it quickly shows the step by step which is more in depth than how it appears. It looks like a lot is being covered.
@MaNeo01
@MaNeo01 3 жыл бұрын
This is amazing! I will definitively try it at home! Thank you very much!
@fityfive
@fityfive 2 жыл бұрын
you gotta show more of the vr camera, thats so cool man!
@Sky-hl8iw
@Sky-hl8iw 3 жыл бұрын
thanks man... GOD is channelling His generosities through u! kudos
@papaniacstv1432
@papaniacstv1432 2 жыл бұрын
This project is so cool!
@tinybanditgames
@tinybanditgames 2 жыл бұрын
You are amazing! Thanks a lot :)
@yungjiehuang
@yungjiehuang 2 жыл бұрын
Amazing work!
@joshh_hart
@joshh_hart 2 жыл бұрын
first i must say amazing desktop background. but i think youre very close to making a soltuion thats actually easier than traditonal motion capture ,and its very amazing to see . i cant wait to try it myself but maybe if someone could help package it all into a final runnable game it could make this the best thing ever!!!!!
@Megasteakman
@Megasteakman 2 жыл бұрын
I don't think live link packages at the moment, although that might change in UE5. I think the main appeal of this is being able to run things in engine though: you can Vtube, make cutscenes there, and export the data elsewhere if need be. That said, if I had time, I would take my movement actor system and make a third person game with it. It's fairly complete.
@UditplayzWHAT
@UditplayzWHAT 3 жыл бұрын
This is sick!!
@iEuroPirate
@iEuroPirate 3 жыл бұрын
Man, I starting to love you :-*.
@SIARSEDIG
@SIARSEDIG Жыл бұрын
Dear MegaSteakMan, First of all I would like to thank you a thousand times. You are truly an amazing generous and transparent developer and I salute you. Second I would like to ask you if you could share your project file of unreal 5.1.1 as the input system is changed drastically and I can’t get to retarget the vive knuckles eventhough I’m following Unreal’s documentation and many KZbin tutorials so far. Hope you could help me out. Kind regards, A big fan!
@Megasteakman
@Megasteakman Жыл бұрын
Hey! Unfortunately at the moment I would not recommend the new input system as it seems events only fire when you are in VR play mode, so that severely limits functionality. As far as getting inputs working: You can try running the project in vr mode before you try running it in normal game mode, or flipping some of the input setting back and forth in project settings (change the setting from the correct button mapping to an incorrect one and back). Also, make sure you are clicked into the viewport during play. Failing that, at the end of begin play in the player pawn I set up a node you can attach that will automatically calibrate the actor after a delay of 15 seconds. You can also change the input event in the player pawn that causes calibration to another button, or use the included editor utility widget, although that would require another person's help.
@SIARSEDIG
@SIARSEDIG Жыл бұрын
@@Megasteakman Thank you for your quick response. I will try your suggested solution. Again much thanks and appreciation for what you do. Keep up with what you are doing. You are amazing!
@emdo.unlimited555
@emdo.unlimited555 2 жыл бұрын
23:20 FWIW on the weird elbow thing. I've got elbow trackers to help mitigate IK effects and I've noticed similar weird wrist rotations. Taking more care in calibrating the trackers more precisely to map where they are IRL, the rotations get better.
@Megasteakman
@Megasteakman 2 жыл бұрын
Yeah, the system works with a child of the tracker snapping to the goal location, so the farther that travels the larger the.. orbit? Not sure the exact term.
@emdo.unlimited555
@emdo.unlimited555 2 жыл бұрын
@@Megasteakman you're too far ahead of me for me to add anything more than...I got it working and this thing is so rad.
@parodysquared6835
@parodysquared6835 3 жыл бұрын
I've been looking through the manual and the videos and I was trying to figure out what to purchase to make this happen. Is there a VIVE kit or such of the parts that I need? Do I need a full kit or is the HMB necessary? Should I get the Pro, or cosmos, focus, etc. I can never find a recommended hardware list. I know I need several base stations and trackers but which ones and how many (I understand the # of trackers is more up to me). Any useful help would be great! I love the videos and the amount of work you've put into this must be colossal.. Thanks
@Megasteakman
@Megasteakman 2 жыл бұрын
My recommended set up is a valve index for the amazing controllers, but a vive pro would also work. Trackers require lighthouses, and I think the 2.0 lighthouses are better than 1.0, but you could make due with an original vive set up with lighthouses and 1.0 trackers. I think minimum you want 4 trackers if you are tracking the face/not performing in VR, but I typically run with 5 (feet, pelvis, chest and head). Let me know if you have anymore questions!
@parodysquared6835
@parodysquared6835 2 жыл бұрын
@@Megasteakman I have never heard of the Valve Index.. Everyone always seems to focus on HTC Vive. I'm assuming the lighthouses are the base stations.. As for HMD... Is it necessary? An I appreciate your response. I really want to get into this but am afraid of purchasing the wrong gear. Thanks again for your response.
@Megasteakman
@Megasteakman 2 жыл бұрын
@@parodysquared6835 It's possible to use trackers without an hmd, but I have never tried it and wouldn't recommend it. I love VR though, so I'm biased. Valve basically designed the lighthouses and worked with HTC on the original Vive, but made their own enthusiast grade headset with some incredible controllers that have rudimentary finger tracking.
@Demsnacks
@Demsnacks Жыл бұрын
This is such an amazing resource thank you
@Tenchinu
@Tenchinu Жыл бұрын
i CONSTANTLY come back here to recheck this vid, and you have no idea how much it has helped me to learn and get my first, sloppy steps into UE5. Thnk u vry much :) wanna ask a weird question tho... if you wanted to do everything the same, but using a VR headset so you can be inside the space in UE5 and interact with the object/actors more realistically, can it be done?
@Megasteakman
@Megasteakman Жыл бұрын
Oh great, glad to hear it was helpful! Yeah, that's a big reason why I put my project up online: when I was looking into vive tracker mocap stuff everything was a standalone app that you couldn't modify/learn from, and I feel things are much more powerful as an in-engine tool. You can actually use this kit to capture inside of VR, but I rarely do because I want facial mocap using the iphone. It's much easier to calibrate and get a sense of the space in VR however!
@Tenchinu
@Tenchinu Жыл бұрын
@@Megasteakman oh! but... if you had something ike the ViveFocuse with facial tracker, or the Quest Pro, maybe it could replace the facial mocap from the iphone?
@Megasteakman
@Megasteakman Жыл бұрын
@@Tenchinu Yeah, it's possible, but I don't have those devices. Everything in the system is exposed, so you could modify the animation blueprint of any character to suit your needs, but I'm not sure how easy or available those SDKS are.
@Tenchinu
@Tenchinu Жыл бұрын
@@Megasteakman thnk u again!! :) I'm evaluating if its worth the investment on a device like that against the iphone, so gotta keep doing research. Still, gonna come back to this vid a 100 times more probably. Its just rly useful :)
@DanielMercerArt
@DanielMercerArt Жыл бұрын
Thanks for making this, pretty damn cool! For some reason during the calibration process the character hands are automatically already constantly snapped to the valve index controllers before I even confirm that calibration is good. So throughout calibration the hands are following me around while the rest of the body is motionless. Probably a simple fix but I'm clueless & somewhat new to Unreal. Thanks!
@Megasteakman
@Megasteakman Жыл бұрын
This is a feature that is intended to help people get their hands aligned (I've done lots of shoots with actors, and they often find this step difficult). You can turn this off by changing the bool value in the mocap actor component that says 'arm calibration assistance'
@DanielMercerArt
@DanielMercerArt Жыл бұрын
@@Megasteakman Cool thanks so much! Appreciate the response!
@tylerunderground
@tylerunderground Жыл бұрын
This is so amazing, thank you!! One question: I'm super new to this, is there any type of specific model that I need to look for when finding one that work?
@Megasteakman
@Megasteakman Жыл бұрын
The easiest models to make it work with are CC3/CC4, UE4 Mannequin, UE5 Mannequin, and Metahumans. If you have a different skeleton type, you can also use the retargeting system, or make your own custom actor profile (although that last one is quite involved).
@tylerunderground
@tylerunderground Жыл бұрын
@@Megasteakman thank you so much!! Appreciate your help with this. Ordering my trackers and all that soon!
@metroid633
@metroid633 3 жыл бұрын
Thank you so much
@saikatmusicproduction5619
@saikatmusicproduction5619 Жыл бұрын
Wasam expirience with you god bless you
@MohammedIdrei
@MohammedIdrei 3 жыл бұрын
All the respect to your effort .. this is just revolutionary .. i have 1 question please : Can i skip a tracker .. like the chest lets say .. if i didnt have it, will it work or am i restricted to add all the trackers ? Thanks
@Megasteakman
@Megasteakman 3 жыл бұрын
I made systems that detect if certain trackers are available and it should try to omit them from the body tracking, but you definitely need pelvis head and hands.
@MohammedIdrei
@MohammedIdrei 3 жыл бұрын
@@Megasteakman .. thanks for the reply .. ill definitely be using and crediting your system .. one thing i really need if you please .. can you provide me with this helmet link to buy ? and ill be humble to ask about the newer versions of your system in general .. any coming soon ?
@Megasteakman
@Megasteakman 3 жыл бұрын
@@MohammedIdrei Here's the helmet. sdeviation.com/iphone-hmc/ I'm working on the project every weekend, but sometimes what I make doesn't work at all, so I can't say when a new release will happen.
@SIARSEDIG
@SIARSEDIG Жыл бұрын
@MegaSteakMan Could you please give more info on how to set up the multiplayer? In the video you duplicate the VRPawn and then set the player pawn controller ID from 0 to 1, but It doesn't work automatically. Do we need to change anything else? Thanks in advance!
@Megasteakman
@Megasteakman Жыл бұрын
The second pawn will need to to be filled with different tracker device names, and they will need to target another bp that has a mocap actor component that matches their player ID. I will often right click and run the editor utility widget included in the root of project to switch between the players to manually calibrate the actors using the included calibrate/scale actor buttons. Let me know if this helps.
@SIARSEDIG
@SIARSEDIG Жыл бұрын
@@Megasteakman Thank you for the reply. I think I have it working, but I do have a weird bug. Somehow the second player's neck snaps from the body after calibration. This is my workflow: First I calibirate player 0 in the editor utility widget and then select player 1 to calibrate. I use full body tracking for player 0 with Iphone, and for the second player I only use an iphone to do the face recording. For the body of the second player I use an idle animation. Even if i dont select any animation, the neck still snaps off. Let me know if this not an accurate way and if there is a better way in order to have at least two people talking to eachother with two iphones. Thanks for your time and patience!
@Megasteakman
@Megasteakman Жыл бұрын
@@SIARSEDIG Unfortunately I won't be able to trouble shoot this problem here. Maybe you can post a video of your full set up on our discord? discord.gg/xg5A23fa
@tre_keys
@tre_keys Жыл бұрын
Could you use alternative full body trackers in place of the Vive trackers, such as StonX, Mocopi or SlimeVR?
@Megasteakman
@Megasteakman Жыл бұрын
I don't have those, but I think they will work if they show up as SlimeVR devices. A big problem is that Unreal deprecated SteamVR, so I'm struggling to get anything tracking 5.2 onwards. 5.1.1 should work however.
@moMo-zu4ds
@moMo-zu4ds 6 ай бұрын
Thank you for all the work, it's really great. But I have a question with UE5.3.2. When I setup action mappings in ProjectSettings-Engine-Input, It shows on the page that "Axis and Action mappings are now deprecated, please use Enhanced Input Actions and Input Mapping Contexts instead". I didn't manage to make it, can that input warning be a problem?
@Megasteakman
@Megasteakman 6 ай бұрын
I already set up the project for the enhanced input mappings, and they should work now in 5.3, but let me know if they don't. I think for my 5.3 test project I didn't load in the .ini file to get the input settings like I had to in this video. If you aren't getting inputs, make sure you are clicked into the viewport and have the -XRtrackingonly flag on startup (I have a video on this).
@trippy6158
@trippy6158 2 жыл бұрын
Hey, awesome video, I just purchased a valve index kit and am gonna buy vive trackers. I'm mainly going to be doing dancing, any idea how good this setup will be for dancing? Also how many trackers would be optimal? I'm thinking about getting four to start, then maybe three more at a later date. Also vive tracker 2.0 vs 3.0? And could this work with tundra trackers?
@Megasteakman
@Megasteakman 2 жыл бұрын
Yeah, I use tundra trackers. I think that the chest and pelvis might be better with larger vive trackers: tundras and vive are very similar, but I think 2.0s 'fly away' less. I think 4 with your controllers would work well unless you need really specific elbow animation.
@trippy6158
@trippy6158 2 жыл бұрын
@@Megasteakman Yea I think I'm gonna go with the Vive 3.0s, If I get 4, that means only the head, chest, and feet, do you think a 5th for the pelvis would be worth it? Thank you
@RockG.o.d
@RockG.o.d 3 жыл бұрын
this is amazing work, how many vive trackers can you use? also any compatibility coming to valve index controllers?
@Megasteakman
@Megasteakman 3 жыл бұрын
You can use 9 tracked points (7 trackers and two controllers or 9 trackers) and it's set up with index controllers in mind.
@RockG.o.d
@RockG.o.d 3 жыл бұрын
@@Megasteakman I don't think I have ever been so impressed in my life. was looking for some solutions to using vive trackers and saw a few paid for options which seem pricy for an input plugin. will get ordering some vive trackers.
@weetripbrazil6847
@weetripbrazil6847 3 жыл бұрын
Cool system! If you add trackers on your elbows the arms movement turns better?
@Megasteakman
@Megasteakman 3 жыл бұрын
Yeah, the system supports elbow trackers, but I figure most people don't have that many trackers so I try to showcase 5 trackers.
@MetaverseAdventures
@MetaverseAdventures 3 жыл бұрын
I have been using a similar system from R1 Tools for Unity that is also in situ animation mo cap. Nice work on this Unreal one. Will you too be adding in situ, as in right in the scene with you in VR in that character's body?
@Megasteakman
@Megasteakman 3 жыл бұрын
Oh nice, what is the Unity Asset? I've never heard of the term situ, but doing a little searching does that mean AR composited characters? I don't think I will do anything like that, but I would like to make a system for recording and replaying previous animations so you can actin response to a previous performance.
@MetaverseAdventures
@MetaverseAdventures 3 жыл бұрын
@@Megasteakman ​ @Megasteakman "In Situ" = in the natural or original position or place. I mocap the characters in the very place that they exist in a scene. I can even grab objects and they too get mocaped at the same time to be played back together at the same time. I will be talking about this a lot more on my KZbin channel and Discord discord.gg/94zz9Aze All the characters in the ride are me acting it out right on the spot they stand and move. Super cool stuff. I have hardly even talked about it at all. This post may be the first. Come join the Discord if you want to learn more. Virtual Imagineering :-)
@Megasteakman
@Megasteakman 3 жыл бұрын
@@MetaverseAdventures Yeah, any recordings can be done in the set you want, and will have the transform data from where you set them up. It saves a lot of time, and it becomes very easy to see clipping/mocap issues. If you place a locator down, every character will also have a similar anchor, so you could move them all in relation to each other.
@16pranay
@16pranay 3 жыл бұрын
hey man wonderful work, a quick question is it possible without trackers because currently I am using inhouse built RGB camera based mocap
@Megasteakman
@Megasteakman 3 жыл бұрын
This system uses livelink xr, so it's doubtful. You can try changing out the function that updates the ik goals transforms using live link to whatever system you are using, but I have no idea if they will be compatible.
@patryk2854
@patryk2854 2 жыл бұрын
Hey man amazing work! I have a quick question, I have gotten everything to work perfectly following your tutorials except for having the trackers face forward with my monitor when I press play. This makes calibration quite difficult because my body is at an angle and I have to look left at my monitor in order to try and align myself with the actor properly. I was wondering if this is due to the positions of my base stations or if it is related to what you mentioned at 21:00 with the locator mode? I unsure of what the locator mode pertains to exactly so if you could shed any insight on fixing my issue I would greatly appreciate it (:
@Megasteakman
@Megasteakman 2 жыл бұрын
That's great to hear it went well! On the player pawn, I have a float exposed for 'Rotate Actor when Entering Calibration.' If you change this value, you should be able to face your screen when calibrating.
@adamcboyd
@adamcboyd 2 жыл бұрын
Where is Ben?!? Following step-by-step but can't find where you imported Ben from. Thanks for all the hard work.
@Megasteakman
@Megasteakman 2 жыл бұрын
The project doesn't come with any characters, but Metahumans are free, and really easy to import into a UE4 or 5 project.
@adamcboyd
@adamcboyd 2 жыл бұрын
@@Megasteakman Thank you kindly for getting back to me so quick. I am looking up how to import metahumans now and assumed that was the solution. I just have zero experience with the engine and I am trying to pick the slack to help our current dev with the game we are putting out. I want to use this method for our motion capture. One thing I am worried about is that we are using a Vive Pro Eye for eye-tacking and the Vive Facial Tracker for the mouth. We don't have access to any Apple products like the iphone. Do you think I can get it to work with that through your system? Thank you again for all of your hard work. It makes a difference and empowers people like me to not to have to settle with second best because we are priced out of everything.
@Megasteakman
@Megasteakman 2 жыл бұрын
@@adamcboyd Sorry, I don't have that hardware, but I don't imagine it would be hard for you to get it working. Most likely you would download whatever API they have, install it and get access to more nodes for the metahuman animation blueprint.
@鹏鹏陈-h3u
@鹏鹏陈-h3u 2 жыл бұрын
This is so cool! I wonder if it supports SlimerVR Tracker? It’s an open-source VR tracker, based on the OpenVR driver, which steam VR can recognize, and a Slime VR tracker is just too cheap compared to the HTC Tracker.
@Megasteakman
@Megasteakman 2 жыл бұрын
If it shows up as a steamvr device with a livelink xr id, then I assume it will work! I would be very interested to know, but don't have time to build a slime vr myself unfortunately.
@CB-ej5ou
@CB-ej5ou 2 жыл бұрын
did you ever get the SlimerVR to work, or find anyone that has tried it?
@Domm_Dynamite
@Domm_Dynamite Жыл бұрын
Hey! I could really use some help. I have been really wanting to try your system for virtual production. But I have run into a snag. I can't seem to get LiveLinkXR to show my trackers. I have a vive headset and 2 index controllers. I've followed your steps multiple times and it just isn't displaying any subjects. When I select to add the XR source I get a status of Receiving but the bottom pane of subjects is just empty. The VR setup is working fine and connected. I've tried this on 5.0.1 and 5.2.1 with the same results. I'm not sure where I can find any more information on this as it looks like it just works for everyone else. :( I really admire what you have done with this project and I'd really like to give it a try. Thanks for reading this.
@Megasteakman
@Megasteakman Жыл бұрын
Currently, Live Link XR and SteamVR doesn't work for 5.2, so you will need to use 5.1. You could use 5.0, but just make sure my github commit matches your UE version (every commit I start with what version of UE I developed on, and there is a 5.0 branch but its probably pretty out of date). Whenever live link xr doesn't work for me, typically restarting the engine AND steamVR makes it work, but beyond that, if you are having problems maybe post about it in our discord? discord.gg/GuPdJHY2
@CeloxCruor
@CeloxCruor 3 жыл бұрын
Thank you so much for this! I'm having a problem with the VRMocap_PlayerPawn_BP not picking up the livelink XR data, is there a way to debug where the input is getting lost?
@Megasteakman
@Megasteakman 3 жыл бұрын
There's some public variables on the player pawn that you have to change to match your XR devices. Did you switch those? You can trace along the event tick to see when those values are updated if you need to debug anything. Also, make sure you have the livelink xr plugin installed. If you are talking about controller input, that's just something you have to manually set up and make sure you click into the viewport when launching the game. I hope that helps!
@CeloxCruor
@CeloxCruor 3 жыл бұрын
@@Megasteakman Wow thank you for the fast reply, I've had a look and the tick falls at the first hurdle "is mocap actor valid" under calculate mocap actor forward vector
@Megasteakman
@Megasteakman 3 жыл бұрын
@@CeloxCruor That could either mean that the player pawn isn't auto possessing the player or there is a problem with the mocap actor component (either the type of actor doesn't match the skeleton or it's not set to active). If everything works, there is a ring from the player pawn that should go around the actor's feet.
@CeloxCruor
@CeloxCruor 3 жыл бұрын
@@Megasteakman Okay the error message i'm getting is "Unable to find player" and unable to find player pawn" I've followed this guide to the letter as far as i'm aware in terms of setting up the plugins, setting the inputs and blueprints etc so i'm a bit baffled
@Megasteakman
@Megasteakman 3 жыл бұрын
@@CeloxCruor If that 'UnableToFindPlayer is in hot pink text, then the pawn isn't set to autopossess player 0. You can change that option in the pawn or change the game mode to the provided mocap one.
@lemon3335
@lemon3335 Жыл бұрын
当 Vive 追踪器在机身上有旋转值时,如何使 vive 追踪器与每次校准的全身IK 控制器旋转值相匹配
@appliedclinicalvr2359
@appliedclinicalvr2359 2 жыл бұрын
Great tutorial and thank you for your development efforts! Subscribing was a no-brainer. Two quick questions... 1. Just to get started, should the original Vive HMD, controllers, and two base stations be enough to give me head yaw, pitch, and roll control of the head, as well as hand movement? The HMD would be worn high up as possible so that it won't interfere with the iPhone's facial capture. 2. Do Valve knuckles control the character's finger movements well, or should I consider the Leap Motion? Oh! You don't know if your setup controls the meerkat figure the UE learning library, do you? It does support the ARKit blendshapes. Just wonder.
@Megasteakman
@Megasteakman 2 жыл бұрын
Hey! The original vive will work, but you would have to modify the action mappings under project settings and input to get button presses. My latest commit has a ini file with vive inputs you could try out, but the latest version doesn't work with UE5 (if you want to use UE5, chose any commit that DOESN'T say 4.27 in the title). The knuckles are remarkable for finger motion, but they are definitely my prefered controller. I guess you could get a leap motion working, but you'd have to modify the animbp. I don't think the project would work with the meerkat because I only really support 3 skeletons, but I do have an 'unknown' actor type you can try that will try to generate a rig at runtime. This crashes a lot however and I can't tell why.
@appliedclinicalvr2359
@appliedclinicalvr2359 2 жыл бұрын
@@Megasteakman Thanks for the fast and helpful feedback. I'll stick with v4.27 for the moment instead of wrestling with V5 and my old Vive. I'm coming from Unity, so I'm still learning just basic troubleshooting in UE. You said that the unknown actor type "will generate a rig at runtime" and that it crashes a lot. Just to be clear, are you talking about a packaged .exe file or just hitting the play button in the UE editor? The project I'm just now starting is for a research project that uses UE in a "Vtuber" like environment. I'd really like to package an exe file for my colleagues to use. I have a fairly robust gaming rig for development, but the UE is a freakin' resource hog compared to Unity. I may be the only one to have the capability to run the project. So far, my attempts with a simple Metahuman project and the UE Livelink have proved unsuccessful in building an .exe file.
@Megasteakman
@Megasteakman 2 жыл бұрын
@@appliedclinicalvr2359 This project uses live link, so it is used while running the editor, but I hear live link might be be able to be built into an exe in UE5. I have a video about the unknown actor type on my channel, and it requires some set up, but it's almost runtime. Basically you need to retarget the animation blueprint to whatever skeleton you are trying to use.
@appliedclinicalvr2359
@appliedclinicalvr2359 2 жыл бұрын
​@@Megasteakman There's a Vtuber using UE Live Link Face with VRM models and creating an .exe file. The VRM format is the only difference my UE Noob eyes can see. But all those VRM models I've seen are anime figures, so they won't work for me. Here is her tutorial. The major change in procedure is that her Discord channel now recommends dropping the three VRM plugins into the UE project instead of building the project using Visual Studio. Anyway, she builds the project into an exe file at about 18:00 minutes into the tutorial. kzbin.info/www/bejne/o2TcnGZ-lsxqrrs
@Devedevdf
@Devedevdf Ай бұрын
I'm sincerely thankful for what you've shared by Git. I'm using UE5 and LiveLinkXR. I wondered if OSC server and client are necessary, so i didn't spawn MMVR OSCTransmitter and played in editor and it worked fine. so I wonder even more OSC server's job in your project...(especially about "send OSCMessage" part through "Send Tracker 6DOF" Function ) could you give me some explain?🙏🙏
@Megasteakman
@Megasteakman Ай бұрын
Oh awesome, great to hear! You don't need to get the OSC plugin, but what is interesting about it is that you can control a player pawn/character over the network using it. I designed the code to be as modular as possible, so things should run even if you don't have it.
@Devedevdf
@Devedevdf Ай бұрын
​@@Megasteakman ohh maybe the reason why i can control character wihout osc is because i use steamVR and open the project with 'UnrealEditor.exe -xrtrackingonly' mode...? I'm not sure. thanks :)
@Megasteakman
@Megasteakman Ай бұрын
@@Devedevdf Oh yeah, with open XR you HAVE to to that in 5.2-5.4. Make sure your trackers are turned on beforehand!
@Devedevdf
@Devedevdf Ай бұрын
@@Megasteakman Yeah I'm using UE5.3. I have used only hand trackers so didn't noticed that issue!! Thank you. umm one more question, have you tried package the game later virsion of 5.3? Starting project with 'UnrealEditor.exe -xrtrackingonly' worked fine in editor. but once I package my game I had to recreate shortcut version adding '-xrtrackingonly' again. I can't release my project with shortcut version.😥 do you have any tip about it? thank you in advance.
@Megasteakman
@Megasteakman Ай бұрын
@@Devedevdf I was able to package the game and run it using openXR in VR, but not using the -xrtracking only flag unfortunately.
@HuyCongVP
@HuyCongVP 3 жыл бұрын
hi man, really love your work. Been trying it for some days now. I want to ask if I could assign the menu on both the Knuckle, for example, to a keyboard button, so instead of hovering and choose the option I could just press the button to select it? As I'm working with a non-controller setup for now and trying to adapt to it. Also, is there any other way that I can Load and Exit Calibration on my model using keyboard button instead? Thanks a lot.
@Megasteakman
@Megasteakman 3 жыл бұрын
Hey, really glad the project is useful to you. At 14:13 I go over how you would create an input out of an 'A' Key press, so I would just do that and hook it up to whatever function you want. All the button presses are found on the event graph, so it should be easy to add additional wiring so that different inputs will trigger the commands you want. kzbin.info/www/bejne/maPZZ3R_l8aXidE
@HuyCongVP
@HuyCongVP 3 жыл бұрын
@@Megasteakman hey thanks a lot man, I managed to get it work and was able to do some mocap :D Do you have any methods to record the tracker movement on the model, you know, like in other mocap software in which they can record the model movement with the trackers on specific body parts? I wanna ask this since I plan to record the movement of the model with the trackers, then pass the data for post production to handle. Many thanks man.
@Megasteakman
@Megasteakman 3 жыл бұрын
@@HuyCongVP I think you could set something like that up with control rig. Essentially, the player pawn is sending world transforms for the trackers into an animation blueprint, which is then being applied to the model using control rig. You'd have to set up a different control rig to get a different solve, as right now I'm just feeding everything into a full body IK node. Really glad you are getting motion capture with the system!
@Playworriors
@Playworriors 4 ай бұрын
I am really impressed by this huge work you've accomplished! thank you for your great effort. However I had an issue with vive trackers names which appears same name (the name that appear is the path of the trackers in the system) for all trackers in unreal engine. but in steamvr the names are each tracker with its serial number. so if anyone had same issue please tell me a solution.. thanks.
@Megasteakman
@Megasteakman 4 ай бұрын
It you are on open XR in UE5.3, you will have to use tracker roles, which you set in steamvr's tracker manager system. I've never seen the tracker serial numbers being the same, so I assume you are working in a version after 5.2?
@adamcboyd
@adamcboyd 2 жыл бұрын
Need a cheap HMC for iPhone. Any suggestions? Standard Deviation is way out of price range.
@Megasteakman
@Megasteakman 2 жыл бұрын
Unfortunately I haven't found anything close to the comfort and durability of standard deviation. Everything else I've gotten has really hurt my neck, and has negatively effected the performance of any actor I've put it on.
@adamcboyd
@adamcboyd 2 жыл бұрын
@@Megasteakman Dammit. Alright. I'll figure something out. Parenthetically, I was told there was a new mocap thing called Democap Live Link. Does this benefit or impact your workflow at all? (Since I've invested about 1k$+ into your workflow and have yet to fully try it)
@sunhuanyu6853
@sunhuanyu6853 2 жыл бұрын
Hello,Thank you for your sharing, which is very helpful to me. I come from China and work in a virtual human production company. We want to apply this technology to the virtual live broadcasting service.Can I ask you a question? What is the maximum number of trackers supported?
@Megasteakman
@Megasteakman 2 жыл бұрын
You can have up to 9 trackers, but because the project is free to modify you could extend it to however many you want.
@sunhuanyu6853
@sunhuanyu6853 2 жыл бұрын
@@Megasteakman OK,Thank you very much.In addition, can HTC positioner be used? To stabilize the character's position?
@Megasteakman
@Megasteakman 2 жыл бұрын
@@sunhuanyu6853 The new mars thing? I think that only works for 3 trackers, and not sure if they show up in live link when going through that system because I don't have one.
@sunhuanyu6853
@sunhuanyu6853 2 жыл бұрын
@@Megasteakman OK,Thank you very much.
@fumakirikaze7618
@fumakirikaze7618 3 жыл бұрын
Hello, at the start of the video you talk about a feature that does not work in UE5. What do you mean by “controlling the system” with actors? Are you talking about interacting with elements of the game?
@Megasteakman
@Megasteakman 3 жыл бұрын
Try using a copy of the system that doesn't have "4.27" in the change-list. Ever since I moved the project to 4.27, there have been incompatibilities. If you want to interact with or have gameplay mechanics, those will need to be coded in for your project. It's possible you could use the movement actor as a character in a game, but you would need to extend the system out for your needs, as right now it's meant for motion capture and vtubing.
@fumakirikaze7618
@fumakirikaze7618 3 жыл бұрын
​@@MegasteakmanOK I understand. I want to use it for vtubing precisely. ☺ Thank you so much.
@feyu5569
@feyu5569 2 жыл бұрын
Also I am planning to show a film then automatically enter a mocap performance (with saved callibration) so was wondering how do i save my callibration with vive controllers and then automatically enter that saved callibration when playing. thank you!!
@Megasteakman
@Megasteakman 2 жыл бұрын
The way I have the anim bp set up, if you turn off 'tracker controlled,' the character should fully be controlled by sequencer. You can enter and exit the character using my gesture commands: github.com/Megasteakman/MegaMocapVR/wiki#in-game-controls
@prodev4012
@prodev4012 3 жыл бұрын
Does this require the headset ? Even if you're not wearing it? Or just the base stations and trackers?
@Megasteakman
@Megasteakman 3 жыл бұрын
You can hack the engine to not need a headset, but I would recommend getting a headset because VR is well worth it if you are going to invest in all the other parts. You can run the system with or without a headset.
@appliedclinicalvr2359
@appliedclinicalvr2359 Жыл бұрын
Is there any way to turn the UE 5.x project into an executable file using your setup plus LiveLink for the face?
@Megasteakman
@Megasteakman Жыл бұрын
Unfortunately with the way that live link XR works, I don't think this is currently possible. That said, I recently added OSC to the system, so you could theoretically stream in tracking data from another instance of Unreal Engine editor into a standalone build. If I am able to overcome the limitations of OpenXR, then a single instance of the project should work, but unfortunately I have not been able to make this work yet.
@Aeon_Scipher
@Aeon_Scipher 2 жыл бұрын
Hey buddy, thanks so much for all the work you put into this. I am trying to drag the "VRMocap_PlayerPawn_BP" but it says there are a bunch of invalid type structures. When I open the Blueprint, there are a bunch of type structure errors, and it won't even compile. Is this because I am running UE5? Will this only work with UE 4.7 now? Thanks again!
@Megasteakman
@Megasteakman 2 жыл бұрын
It depends on what version you downloaded from github. I'm using 5.0.2 to compile the latest versions, and it works perfectly for me: did you download all the plugins that it asked you to add to the project? If you are still having problems, you can check the wiki or join the discord and show pictures of what you are seeing: github.com/Megasteakman/VRMocap/wiki
@海威江
@海威江 2 жыл бұрын
Maybe you forget add the SteamVR plugin in your project
@MrPeetGe
@MrPeetGe 2 жыл бұрын
Do not put the whole github folder into the contents folder in your project , just the two Folders "MegaMocapVR" and "VRMocap/Assets".
@Megasteakman
@Megasteakman 2 жыл бұрын
@@MrPeetGe Right, great call, that does often happen sometimes. I wonder if I should include a graphic in that root folder that goes over installation as a lot of people miss that step.
@ChrizCx
@ChrizCx 3 жыл бұрын
Can tracking be combined with Oculus quest 2 controls and VIVE trackers? Or is there no progress for Oculus quest owners :( ?
@Megasteakman
@Megasteakman 3 жыл бұрын
I don't have a quest, so I'm not sure how those devices appear when linking to your PC, but if they appear as a steamvr source (which I assume they would) then it might work. I'm not sure how the computer aligns the quest room scale with the steamvr one though, and if those aren't aligned you wouldn't get usable results.
@SonicTemples
@SonicTemples 3 жыл бұрын
Hi Megasteakman, will this work on an Oculus CV1 setup?
@Megasteakman
@Megasteakman 3 жыл бұрын
Unfortunately it won't work for oculus because the system needs at least 2-3 extra points of tracked data on top of the head and hands. I don't think there is a way to get more tracked devices in the oculus system, but if there is and if it works with live link xr it might be possible.
@SonicTemples
@SonicTemples 3 жыл бұрын
@@Megasteakman Ouch, yes I kind of gathered from following your other quick setup video. It's really extraordinary how good your setup looks though. I think I'll have to try and find a webcam solution for now.
@xXESproductionsXx
@xXESproductionsXx 2 жыл бұрын
What components did you buy for this? Also does EditorUtility work in UE5 yet?
@Megasteakman
@Megasteakman 2 жыл бұрын
I coded everything using built in UE stuff. hardware is steamvr hardware (valve index centric, but other devices should work if you adjust the inputs) and an iphone 10 and above. You can use any pre 4.27 release in UE5. The engine is still in early access, so its doubtful the 4.27 versions will work on the pre-release of 5 because they branched the engines.
@xXESproductionsXx
@xXESproductionsXx 2 жыл бұрын
@@Megasteakman What parts? Headset and controllers or did you do the base station as well? Sorry, I'm relatively new to VR. I'm working on a game and would like to replicate the type of animation you did in this video. I think they announced that UE5 will release Spring 2022.
@xXESproductionsXx
@xXESproductionsXx 2 жыл бұрын
@@Megasteakman Thanks for the quick reply, btw! very much appreciate your hard work on this! It's a great achievement.
@xXESproductionsXx
@xXESproductionsXx 2 жыл бұрын
Ah wait. Looks like I need the base station in order to use the headset. And I just now noticed the doc in the description. I'll reference that.
@Megasteakman
@Megasteakman 2 жыл бұрын
@@xXESproductionsXx Yeah, take a look at the documentation. It's hard to fully recommend the index as new vr hardware might be coming soon that will be way better, but for many people that's still the best all around package (and is my daily VR driver). Steamvr lighthouses are pretty amazing: basically a consumer mocap volume.
@Zarum5
@Zarum5 Жыл бұрын
I can't get LiveLink to find my index controllers. i made the new source thing that you said to, but it has the status: No Data.
@Megasteakman
@Megasteakman Жыл бұрын
Is SteamVR in your project? Here's a the wiki on the project: github.com/Megasteakman/MegaMocapVR/wiki If your steamvr devices don't show up, I recommend restarting steamvr, restarting engine and potentially running the game in vr mode..
@zlz1799
@zlz1799 2 жыл бұрын
hey bro,amazing work ! I have a question , I open a new map , I followed this tutorial to set up plugins and Actor’s blueprints. Blueprint Runtime Error: "Accessed None trying to read property MocapActor_SkeletalMesh". Node: Branch Graph: EventGraph Function: Execute Ubergraph Mocap Actor Component Blueprint: MocapActor_Component Blueprint Runtime Error: "Accessed None trying to read property K2Node_DynamicCast_AsVRMocap_Player_Pawn_BP". Node: Print String Graph: EventGraph Function: Execute Ubergraph VRMocap Actor Metahuman Anim BP Blueprint: VRMocapActor_Metahuman_AnimBP but in map VRMocap_ExampleLevel , I replace VRMocap_Mannequin with my Actor . And everything is ok . I dont know how to fix it . Thanks a lot.
@Megasteakman
@Megasteakman 2 жыл бұрын
Did you download the correct gihub branch for the engine you are running? Also, make sure you are running the game in play mode and not simulate so you can possess the pawn. I would recommend looking at the example map to see a typical set up (and don't worry if you get messages about missing skeletons for metahumans and such, that will happen if those aren't in your project, but won't cause any failures).
@zlz1799
@zlz1799 2 жыл бұрын
@@Megasteakman Thanks , bro . I forget to set GameMode (Mocap_GameBase_BP) . in a new map . VRMocap_PlayerPawn_BP , VRMocap_SceneLocator_BP ,VRMocap_SpectatorCamera_BP and Character Actor . Before setting : " Blueprint Runtime Error: "Accessed None trying to read property MocapActor_SkeletalMesh". Node: Branch Graph: EventGraph Function: Execute Ubergraph Mocap Actor Component Blueprint: MocapActor_Component " After setting GameMode , Everything is be better .
@NalunePulliptuesunepotatoe
@NalunePulliptuesunepotatoe 3 жыл бұрын
Hi, can you export the motion to bvh or fbx format afterwards to transfer the animation to blender?
@Megasteakman
@Megasteakman 3 жыл бұрын
Yeah, Unreal Engine allows for FBX export so you can clean up your animations in blender.
@oliveraskew8161
@oliveraskew8161 3 жыл бұрын
Hey, Right after calibration the neck of the humans gets elongated and leaning forward. No matter what position I stand in when calibrating or how I position the trackers on the characters? Last thing, Do you plan on making any room for knee controllers?? Thank you!
@Megasteakman
@Megasteakman 3 жыл бұрын
I have been looking into averaging the neck position between the model's default and the user's current neck position, but nothing I do works. I haven't had too much of a problem with it: I'd recommend using the triggers to scale yourself up or down so the tracker lands on the character exactly where it lands on you, and make sure to straighten/look forward on calibration and not look at the monitor. I don't think I'm going to add knee tracker support, although this wouldn't be hard to extend.
@kuroderuta
@kuroderuta 2 жыл бұрын
@@Megasteakman Has anything changed on this issue? I’m having the same problem and it makes the data hard to work with.
@NickAndrianov
@NickAndrianov 2 жыл бұрын
Thanx for wonderfull manual! can i use it whithout any vive trackers? i have only index valve controllers and helm. i need only head and hands animation.
@Megasteakman
@Megasteakman 2 жыл бұрын
It's possible you could use it with the VR HMD and controllers using upper body mode. It's been a while since I have tested upper body mode, but you can activate it with a bool, but it's also good to delete out all tracker names that you don't have. This will force the system to scale back (probably).
@NickAndrianov
@NickAndrianov 2 жыл бұрын
@@Megasteakman thanx ill try.. it will be grate if you make that tutorial for only index valve users)
@Megasteakman
@Megasteakman 2 жыл бұрын
@@NickAndrianov I don't think you will need a tutorial for it: just set up the project like in this video by installing all the plugins/moving the VRMocap folder inside your content, added inputs and then open the example scene and delete out the trackers you don't have from the player pawn.
@SIARSEDIG
@SIARSEDIG Жыл бұрын
@MegaSteakMan, Do you know why my trackers are not leveled to the floor when entering calibration mode? My trackers are way up in the air, and I don't know why.
@Megasteakman
@Megasteakman Жыл бұрын
Is your playspace calibrated correctly? I've personally never had this issue, but whenever anyone in our community has brought it up it appears their steamvr play space wasn't set up correctly, or somehow drifted.
@SIARSEDIG
@SIARSEDIG Жыл бұрын
@@Megasteakman Thank you very much. This solved the problem!
@SIARSEDIG
@SIARSEDIG Жыл бұрын
@@Megasteakman I have the system finally working, however when I'm actually in the metahuman body and I can roam freely, the body and neck seem to have their own life. The body seems to move first and then the head follows and vice versa. It's weird because when I look at your tutorial and you are in your avatar body, the head seems to be in a good fit and follows the body, even though you can freely move your neck around. Is this a familiar issue and if so do you have any suggestions or work around? Would love to hear it. I have also tried to adjust the methuman control rig preview mesh to the metahuman's. Again thank you so much for your help and advice. You rock!
@Megasteakman
@Megasteakman Жыл бұрын
@@SIARSEDIG I don't know if I have time to test out the metahuman set up, but possibly things broke in my last update. You can either try using an older version on github or look up how to use animation blueprints to parent the head animation to combine the head with the body.
@SIARSEDIG
@SIARSEDIG Жыл бұрын
@@Megasteakman Thank you.
@海威江
@海威江 2 жыл бұрын
Thank you for your effort,It's wonderful.But i meet a issue,i haven't index controller.but my vive pro controller can be recognized.I try to set the input in vive pro controller.but it doesn't word.It's nothing happen when i press the button.And when quit the gamemode,Log shows there are many error.Can i talk to you in the discord?Please~
@Megasteakman
@Megasteakman 2 жыл бұрын
Yeah, make a post in our discord. Are you clicked into viewport? Also, sometimes I find the action mapping on the inputs can be fiddly, and I set the controller type manually a few times. Sometimes, I find powering on the trackers before the controllers makes the tracker occupy the controller slot on the hmd, and that seems to prevent input sometimes.
@lyghtofhellfire7087
@lyghtofhellfire7087 3 жыл бұрын
I'm following the video, and copying the project in file explorer into my unreal project, but it will not copy in the pawn, the rest comes in just fine, but the pawn does not for some reason? got any advise? using Unreal 4.26
@Megasteakman
@Megasteakman 3 жыл бұрын
Hmm, I just updated the project to 4.27, so it's possible some kind of incompatibility is happening there. Maybe try choosing a different commit? github.com/Megasteakman/VRMocap/commits/4357460d96ad25650a92844402f84f98ad574005
@lyghtofhellfire7087
@lyghtofhellfire7087 3 жыл бұрын
@@Megasteakman Awesome quick reply! I'll try another commit! I'm trying to setup two trackers for arms, being such a pain! I noticed you don't have any direct contact methods, anywhere might be able to send you a private message? Different commit worked!
@Megasteakman
@Megasteakman 3 жыл бұрын
@@lyghtofhellfire7087 Maybe start an issue thread on the github. I'm not sure what you mean about direct contact methods, but you should be able to replace the live link source for the hands in the player pawn (right now it's set to my index controllers). I think if you turn it to trackers the system auto swaps out their model, but that could be broken. Glad to hear the different commit worked, although that's scary that something isn't backwards compatible. I don't think I did anything crazy in the last submit, outside adding a blueprint interface.
@lyghtofhellfire7087
@lyghtofhellfire7087 3 жыл бұрын
@@Megasteakman was wondering if you'd be available for hire, i'm just starting with unreal, and could use some help, feel like i'm seriously behind the curve!
@Megasteakman
@Megasteakman 3 жыл бұрын
@@lyghtofhellfire7087 Unfortunately I work full time and freelance/work on this project most nights. I can say though that I basically opened up Unreal for the first time a few months ago, so it's pretty intuitive to get going if you've done 3D work before.
@DLVRYDRYVR
@DLVRYDRYVR 3 жыл бұрын
♥️
@tomgreen5398
@tomgreen5398 Жыл бұрын
Hi,Why am I importing this folder and my UE5 does not recognize the uasset file and I can only display MMVR_SceneLocator_BP and only this one
@Megasteakman
@Megasteakman Жыл бұрын
Did you get the directory correct? Github will give you an extra folder. Also, you will have to drag them into your content folder using windows explorer. Feel free to read the wiki on how to drag the files into your project: github.com/Megasteakman/MegaMocapVR/wiki#first-time-set-up
@tomgreen5398
@tomgreen5398 Жыл бұрын
@@Megasteakman Yes, I followed the steps of the document and the steps of your video, but only one uasset file is displayed, or even nothing, only the folder is displayed. Please forgive me for being a beginner to UE5, that uasset format file, maybe the blueprint class is not shown on UE5.
@diyuxiemo
@diyuxiemo 2 жыл бұрын
This is so great! However, I'm having some problems with the controller input. After checking the game gets mouse control I still couldn't use my contollers. I'm not sure if that led to my second problem which I couldn't bind the trackers to the model. I can see the red and pink circles and all my trackers, but just couldn't get to make my model move. Would you have any tips to help me out? Thank you very much.
@Megasteakman
@Megasteakman 2 жыл бұрын
Steamvr input seems to be pretty erratic, but this is what seems to work for most people: You can try running the project in vr mode before you try running it in normal game mode, or flipping some of the input setting back and forth in project settings (change the setting from the correct button mapping to an incorrect one and back). Failing that, you can open up the player pawn and connect the node at the end of event play to auto calibrate after a delay you set.
@diyuxiemo
@diyuxiemo 2 жыл бұрын
@@Megasteakman I imported the input settings, do you think this would cause the problem?
@diyuxiemo
@diyuxiemo 2 жыл бұрын
It seemed to work with the trackers, probably not for the controllers?
@Megasteakman
@Megasteakman 2 жыл бұрын
@@diyuxiemo That is typically how I set things up. Is the SteamVR plugin installed?
@diyuxiemo
@diyuxiemo 2 жыл бұрын
@@Megasteakman Well, I fixed the index input problem by typing all the inputs in. I managed to get to binding the trackers to the model but after pressing the B button on both controllers I got a very distorted mocap result. The arms and legs got stretched and twisted. Any ideas what might have caused this? Another question is that i have only five trackers, so for the shoulders I chose none for the tracker option. Is that correct? Thank you very much.
@CHNLTV
@CHNLTV 3 жыл бұрын
Wondering if you could do a clean tutorial in UE5 w/ vanilla Metahuman actor- I got lost jumping from CC3 setup to metahuman and seem to be getting compile / output errors when starting the level
@Megasteakman
@Megasteakman 3 жыл бұрын
Hmm, this is the clean tutorial! I don't really think I have time to do another one, but if you don't want to see any CC3 stuff, I put chapter markers in so you can just go to the area that you want. The process for making actor blueprints is really similar: for actors make sure they are facing X forward, match the skeletal meshes with the animbp from the VRMocap folder, and then add a MocapActor_Component that is set to the right rig type (it's the drop down enum). 32:02 You can see the metahuman process here. If you are getting compiler errors, most of the time that means that specific skeleton isn't in your project, and you just have to add that skeleton or relink the animbp to another random skeleton. I hope that helps!
@CHNLTV
@CHNLTV 3 жыл бұрын
@@Megasteakman Got it working thank you for a great tool ... Something weird when Take recorded my Metahuman... My Head / Face (bust) is recorded offset back and to the right from the torso? Any ideas why I might be getting that in sequencer?
@Megasteakman
@Megasteakman 3 жыл бұрын
@@CHNLTV Oh great, glad to hear you got it working. Yeah, metahumans currently have this weird issue where you have to retarget the animations you record to the right metahuman skeleton (annoying I know). I wrote about how you can do that here: github.com/Megasteakman/VRMocap/wiki#fixing-metahuman-recordings
@CHNLTV
@CHNLTV 3 жыл бұрын
Appreciate the quick response... I'm on it. Man these Take Recordings really take their time finalizing :)
@emdo.unlimited555
@emdo.unlimited555 2 жыл бұрын
If I have additional trackers for knees/elbows, will those trackers replace the IK?
@Megasteakman
@Megasteakman 2 жыл бұрын
You can replace the elbows but not the knees (well, you could replace the knees, but you would need to extend the system quite a bit).
@emdo.unlimited555
@emdo.unlimited555 2 жыл бұрын
@@Megasteakman say no more. Thank you, sir.
@acmeydan
@acmeydan 3 жыл бұрын
Hi Megasteakman, thank you for your efforts, I guess somehow youtube deleted my comments becuase of I paste an image link. I am very excited to test your project but there is a serious problem; there is no way to cast VRMocap Player Pawn, inside VRMocap_spectator_camera_bp... So that blueprint is broken. I couldnt find a way to fix it. Your help will be much appreciated. Thank you
@Megasteakman
@Megasteakman 3 жыл бұрын
Is it possible you are running things in 4.26? The project was recently updated to 4.27. You can use a prior build on github, as I'm not sure what the issue is (the spectator camera is compiling fine for me at the moment).
@acmeydan
@acmeydan 3 жыл бұрын
@@Megasteakman Hey thank you for fastest answer I am using UE5 and using latest version on github as you update 11 days ago. There is no class exist VRMocapPlayerPawnBP and i dont know why
@acmeydan
@acmeydan 3 жыл бұрын
@@Megasteakman But it exist on content folder if I open in windows explorer, somehow this blueprint wont load in ue5 I guess.
@protommo
@protommo Жыл бұрын
HI! Live Link XR not working in UE5.2? LiveLink XR works in 5.0, but in this version UE sees only MMVR_SceneLocator_BP. Is there any solution? Since either the LiveLink is working or the GU does not see BP. The necessary plugins are installed. Disabling the firewall did not help.
@Megasteakman
@Megasteakman Жыл бұрын
UE5.2 completely breaks live link xr in my experience because of the deprecation of SteamVR. Using OpenXR has not been possible in my experience, so I am seeking help from a programmer: unfortunately I might have to make an external companion app to regain the functionality I had in 5.1.1. Looking at the Unreal Engine Forums, a lot of people are having an issue with this, and it's been a huge bummer.
@protommo
@protommo Жыл бұрын
@@Megasteakman Well, I'll try your code on version 5.1. Thank you so much for the work done!
@protommo
@protommo Жыл бұрын
@@Megasteakman Guys, maybe we'll make a telegram channel to share successes and difficulties?
@Megasteakman
@Megasteakman Жыл бұрын
@@protommo Most people post in our discord. discord.gg/tmjvhXm6
@digitaljourneymen7454
@digitaljourneymen7454 3 жыл бұрын
Can you use a total Vive system with this....?
@lifenots
@lifenots 2 жыл бұрын
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.
@Megasteakman
@Megasteakman 2 жыл бұрын
Unfortunately, UE 5 is early access, and 4.27 projects do not import properly. I hear that this will be fixed by the full release, but for now just use older git releases that are 4.26 (the changelist should have '4.27' in any of the commits I did after upgrading the project).
@feyu5569
@feyu5569 2 жыл бұрын
Hi! I have vive controllers and import the input file you provided, but still cant callibrate when I press both Menu button on them. Do you know why is it not working?
@Megasteakman
@Megasteakman 2 жыл бұрын
Sometimes SteamVR input breaks. This is what I often do: You can try running the project in vr mode before you try running it in normal game mode, or flipping some of the input setting back and forth in project settings (change the setting from the correct button mapping to an incorrect one and back). Also, make sure you are clicked into the viewport during play. Failing that, at the end of begin play in the player pawn I set up a node you can attach that will automatically calibrate the actor after a delay of 15 seconds. You can also change the input event in the player pawn that causes calibration to another button, or use the included editor utility widget, although that would require another person's help.
@legacyelectronics1588
@legacyelectronics1588 3 жыл бұрын
I have a character model that was rigged for me, but when I import it I do not have all of the bones visible at the top of the details tab (like in this video). Do you have any recommendations/guides I can follow to make a model compatible with this? Maybe I just missed something.
@Megasteakman
@Megasteakman 3 жыл бұрын
Try looking into using my new 'unknown' rig type if the skeleton is different than the original 3 I set up the project with. It should guess what bones to use, although it works better if you feed in the bone names, but I can't guarantee it won't crash. kzbin.info/www/bejne/Y3TRk3-Ors-FoLc
@SabSnake
@SabSnake 3 жыл бұрын
Is it possible to have Valve Index Set ( Headset, 2 base stations, Controllers ) and 3 Vive Trackers to Record Animation and Export it as an FBX ( Or Skeleton or something to add into Blender )?
@Megasteakman
@Megasteakman 3 жыл бұрын
Yeah, but 6 points is definitely the minimum. Unfortunately, you can only capture on 3 specific skeletons right now, but you could always use one of those and retarget. I'm working on an update that will allow any skeleton, but it keeps crashing unfortunately. Anyways, I've found Unreal actually includes blendshapes on fbx export, so it would be a great workflow to capture there and work on the data in blender.
@SabSnake
@SabSnake 3 жыл бұрын
@@Megasteakman So with my setup I can't do mocap?
@Megasteakman
@Megasteakman 3 жыл бұрын
@@SabSnake You have six points with 1 hmd, 2 controllers and 3 trackers. You will have to capture by wearing the HMD, so you won't be able to get face data (unless you mount the headset some other way).
@SabSnake
@SabSnake 3 жыл бұрын
@@Megasteakman Face Data as in Mouth Tracking I take it?
@cyburdine
@cyburdine 3 жыл бұрын
Has anyone run into an issue with the controller inputs not working? I can get it to calibrate from the VRMocap_Editor Widget, but none of the controller inputs work. Have followed this video multiple times in UE5 and 4.26 to no luck. I feel like I'm missing a step or something obvious.
@Megasteakman
@Megasteakman 3 жыл бұрын
I think I just sent you an email, but just in case anyone else needs to see: Yeah, input occasionally doesn't work for me. I've noticed the Project Settings "Capture Mouse on Launch" doesn't always work, and I have to manually click into the viewport. Sometimes one of the controllers doesn't work, but restarting the computer typically fixes that for me Here's a fresh project file for 4.27 that I set up for the index a few weeks ago that I'm using to test. Maybe see if that works? www.dropbox.com/s/trdhmvlpp45ozgr/VRMocap_427.rar?dl=0 Other than that, you can set a counter for an auto calibrate after all the event start stuff on the player pawn:
@CB-ej5ou
@CB-ej5ou 2 жыл бұрын
Where did you get the mocap helmet, and the straps around your chest and waist?
@Megasteakman
@Megasteakman 2 жыл бұрын
My straps are rebuff reality, and the chest is a go-pro mount with a 1/4 thread mount. The helmet is very expensive, but very high quality, and is from standard deviation.
@CB-ej5ou
@CB-ej5ou 2 жыл бұрын
@@Megasteakman sweet, thanks!
@lordessofstrawberries1523
@lordessofstrawberries1523 Жыл бұрын
When i plop the files in some show but most don't... i did it the same way I'm using 5.0.3..? Could that be why?
@Megasteakman
@Megasteakman Жыл бұрын
Yeah, make sure the github commit matches the version you are using. I made a branch for 5.0.3, but it will me missing a lot of features that I've implemented in later versions of Unreal. github.com/Megasteakman/MegaMocapVR/tree/UE-5.03
@lordessofstrawberries1523
@lordessofstrawberries1523 Жыл бұрын
@@Megasteakman You legend thx for the response
@nyny
@nyny 2 жыл бұрын
Is there any sort of ARKit replacement for the android users?
@Megasteakman
@Megasteakman 2 жыл бұрын
It would have to use Live Link, although if you find another option that streams into Unreal you could always just replace that node in the blueprints.
@刘鸿翔-b2m
@刘鸿翔-b2m 3 жыл бұрын
Hello, how should mocap achieve real-time motion capture data smoothing? I want to use it in a live broadcast to redirect real-time actions to the new model by binding the original ue model, but the effect is not ideal.
@Megasteakman
@Megasteakman 3 жыл бұрын
There is built in smoothing in my system, and it should be suitable for live streaming, but if your skeleton is different than the 3 that are overtly supported you might need to code your own actor type. It's possible you could get by with my 'Unknown' body type, but that update might not work in UE5 (I find most updates that are 4.27 based don't transfer over).
@刘鸿翔-b2m
@刘鸿翔-b2m 3 жыл бұрын
@@Megasteakman Thank you for your reply. Can I use 9 Vive Tracker for full-body motion capture? Feet, legs, arms, waist, chest and head.
@Megasteakman
@Megasteakman 3 жыл бұрын
@@刘鸿翔-b2m Yeah you can use 9 points, but currently that is the maximum.
@keaozhao8482
@keaozhao8482 2 жыл бұрын
If I want to change the index trigger to the vive controller, what should I do?
@Megasteakman
@Megasteakman 2 жыл бұрын
You can try importing the .ini file I include in the root of the github, but if that doesn't work, make an input with the same name but chose the equivalent vive button instead/in addition to the index one.
@thealphameat
@thealphameat 3 жыл бұрын
Having trouble getting vrmocap_playerpawn_bp to show up in content. I've tried both UE 4.26 and 5. Followed steps exactly for importing through windows explorer also using the same name and location in directory. This looks great though, cant wait to try it out.
@Megasteakman
@Megasteakman 3 жыл бұрын
The most recent update on github went to 4.27, so if you need to use 4.26 find the previous submission. I'm not sure what has changed, but there appears to be some backwards compatibility issues.
@CB-ej5ou
@CB-ej5ou 2 жыл бұрын
@@Megasteakman I'm having the same issue. How do we find the older version?
@Megasteakman
@Megasteakman 2 жыл бұрын
@@CB-ej5ou If you click on the 'commits' in the upper right, it will take you to this page: github.com/Megasteakman/VRMocap/commits/main Any Commits PRIOR to Sep 19, 2021 should work, although I haven't tested them with UE5 since June 2021. Not sure if there have been any changes to UE5 since then since it is still early access.
@CB-ej5ou
@CB-ej5ou 2 жыл бұрын
@@Megasteakman ty! It's working now, I'm halfway through the setup. I'm hoping to get this working through iClone's Live Link simultaneously since iClone still doesn't have support for Vive. Tysm for this tool!!
@Megasteakman
@Megasteakman 2 жыл бұрын
@@CB-ej5ou Oh great! Glad it's working. You are running in UE5?
@dpredie
@dpredie 3 жыл бұрын
does valve index controller work with finder tracking?
@Megasteakman
@Megasteakman 3 жыл бұрын
Yeah, it does on the rigs I've set up, but if you are making a custom character you will probably have to recreate the anim bp for that character with different rotation values.
@bahtiaramry2020
@bahtiaramry2020 2 жыл бұрын
what a nice project.. Hay guys,anyone who watch my comment.Can i do this with Oculus quest 2 on the box + 3 vive tracker? because this video showing how to configure it with valve index..Thanks
@Winterblade49
@Winterblade49 Жыл бұрын
Does this work with the oculus vr headset
@CoreGamingProject
@CoreGamingProject 2 жыл бұрын
Thank you verry much for this.... But ^^ Don't work for me.. Got UE 4.27 try to do everything you dou (twice). But With only with a Meta Huma.. My Live Link are Green.. but when I play simulate.. Trackers and controlers don't appear on the scene... Any Gess ? (Also Index Controller "press" does'nt exist on the list.. but it's a minor problem)
@Megasteakman
@Megasteakman 2 жыл бұрын
Try using the demo level in the latest updates. If that doesn't work for you, then you are probably missing plugins. Also, you have to run the game and not simulate.
@CoreGamingProject
@CoreGamingProject 2 жыл бұрын
@@Megasteakman Thanks for your quick Answer.. Same issue with your demo level in a news project, and all plugin Activate.... I'am so Unlucky.. I try manus core yesterday because it's free, but there calibration système is a complete mess. Glycon works great but do not use Live Link for now. You seems to be the good one. But my computer won't you to be. XD (For now, I hope I will find why)
@Megasteakman
@Megasteakman 2 жыл бұрын
@@CoreGamingProject You can turn on HUD debugging options in the player pawn. If you aren't seeing your trackers move when entering play mode, it's probably that the devices aren't connected using live link xr, the device names in the player pawn are wrong or you aren't autoposessing the player pawn. It might be a good idea to trace from event tick forward and see what is happening in the player pawn.
@CoreGamingProject
@CoreGamingProject 2 жыл бұрын
@@Megasteakman Live Link XR, are green with all trackers. My trackers are note Vive , But Tundra Trackers. But I d'ont think it's an issue. Because index Controllers don't show up to, and they are official... I will try .. Thanks a lot (again) for your work. It' will be amazing for me, if I found the issue.
@CoreGamingProject
@CoreGamingProject 2 жыл бұрын
I Finaly Found out ! My Project is a bit mess, with many modifications. So it can't find a player Pawn at start, and try to find a deleted one. And it's impossible to re assigne your player pawn as the good one. So I start a news clean Project, and copy and past my asset on your prewiew project. And it's finaly done.
@thecyclenovel1468
@thecyclenovel1468 2 жыл бұрын
How many base station do you need at least?
@Megasteakman
@Megasteakman 2 жыл бұрын
I think steam VR can run with just 1, but you will probably have issues with occlusion. I would recommend 2-3.
@genieeye5783
@genieeye5783 2 жыл бұрын
Great job! But the body twisted into chaos when I load calibration.Plz Help!
@Megasteakman
@Megasteakman 2 жыл бұрын
You can try asking in our discord, but it's really hard for me to say why that would be the case unless maybe the wrong trackers were linked to the wrong body part. discord.gg/TrjdQyNk
@genieeye5783
@genieeye5783 2 жыл бұрын
@@Megasteakman Thanks man!Ijust figure it out!Appreciate your hard wok:)
@genieeye5783
@genieeye5783 2 жыл бұрын
@@Megasteakman The head part is a little bit off when I'm using a metahuman recording in a sequence recorder. Is there any set up I shuld do to deal with this issue?
@Megasteakman
@Megasteakman 2 жыл бұрын
@@genieeye5783 I have a fix here if the skeleton doesn't look right, but outside of this I don't know what the issue could be: github.com/Megasteakman/VRMocap/wiki#fixing-metahuman-recordings
@genieeye5783
@genieeye5783 2 жыл бұрын
@@Megasteakman I will try that. Thanks a lot man!
@TheFunDimension
@TheFunDimension Жыл бұрын
how the f can I download this thing? Step 1 and I'm already frustrated
@Megasteakman
@Megasteakman Жыл бұрын
Have you used Github before? There should be a green button that says '< > Code' that you can click on and download everything as a zip file. I would recommend following the wiki for how to place the files into your UE project. github.com/Megasteakman/MegaMocapVR/wiki
@sayonaradesu1087
@sayonaradesu1087 2 жыл бұрын
what pc specs do you have?
@Megasteakman
@Megasteakman 2 жыл бұрын
An i9-9900k, 2080ti with 64 GB of ram. You definitely don't need anything as high spec'd and I typically lower the quality a lot to get cleaner recordings. Running realtime, all you need to do is optimize your scene/bake your lights and you should be good, although UE4 is quite performance intensive.
@sayonaradesu1087
@sayonaradesu1087 2 жыл бұрын
@@Megasteakman I did not expected such a complete and helpful answer. Thank you.
@DanielWasserott
@DanielWasserott 3 жыл бұрын
vive facial tracker?
@fromcolombiawithlove5690
@fromcolombiawithlove5690 2 жыл бұрын
Did somebody try this with Xsens? Does it work?
@Megasteakman
@Megasteakman 2 жыл бұрын
If you have an Xsens, I would say you don't need this system, although there are some nice flycam tools/control rigs for anim cleanup that could be useful in here.
@fromcolombiawithlove5690
@fromcolombiawithlove5690 2 жыл бұрын
Cool! I am trying to get xsense working with a Quest 2. Didnt succeed so far. Trying to link a VR camera to the head position of the character in Unreal. You have any advice?
@Megasteakman
@Megasteakman 2 жыл бұрын
@@fromcolombiawithlove5690 I don't have an xens, so I can't say, but I imagine it will be really difficult to reconcile and differences in the world space, world scale, latency ect between the two system. If I was going to try this I would probably force the xsens character to be parented to the VR headset.
@nulljgpokedex9919
@nulljgpokedex9919 Жыл бұрын
Goddamnit!!! Dude, I can’t. I am beyond frustrated. I am shaking in anger. It’s been 6 months and I can’t make this shit work!! I have followed every single step over and over and over again, you explain things like we know how to do all that shit. So the trackers magically apear all of the sudden on your project, you press something and now you are perfectly tracked. WTF dude. I’m just getting errors. Nor I see my trackers on the project. This is a show case rather than a tutorial. I can’t follow you. Make a tutorial. This is the closest thing out there that will allow me to make a film on UE, I can’t do this shit alone any more. BY ALL MEANS, What in the world do we have to do in order to receive help? Not even the unreal community, forums, and whatever place I visit can offer a hand. I am so nauseous at the moment, knowing that I’ll take a week break, come back and experience the exact same thing.
@Megasteakman
@Megasteakman Жыл бұрын
Sorry, but this is the first I have heard of any of your problems. Have you used the wiki on the github? I've set up the project countless times, and these are always the steps I follow. There's lots of different variables that could be at play though: like what engine you are using vs which branch you download off of github, what directory you are installing it in, ect. Anyways, sorry to hear you are having problems: feel free to post what is happening on discord, as it's hard for me to tell what is going on.
@НиколайТимошкин-я2ю
@НиколайТимошкин-я2ю 7 ай бұрын
I have a VR helmet Oculus Quest 2 2 controllers and an iPhone! can I use your program to record animation?!!!
@Megasteakman
@Megasteakman 7 ай бұрын
Unfortunately I don't have that hardware, and I haven't heard from anyone in our community that has gotten this working, but I don't know why it wouldn't since it is open XR now. I'd be curious to know if it works.
@НиколайТимошкин-я2ю
@НиколайТимошкин-я2ю 7 ай бұрын
@@Megasteakman I'll probably try it, but are trackers for my legs and belt a must?
@Megasteakman
@Megasteakman 7 ай бұрын
@@НиколайТимошкин-я2ю You will definitely get better results: it will force you into only capturing the upper body, although it you set up your class as a child of the character class you can fake in feet movement.
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