Yo i just saw your WarioWare Twisted Killer video and thought no way is he still uploading, keep up the good work!
@Megasteakman3 жыл бұрын
Oh thanks! Yeah, I really liked some of those shorts, and have been trying to get back into it for years. I thought I would write some software so I could make films without having to buy/make a lot of costumes, but it turns out all of my time goes into doing that and not making things. But yeah, thanks for watching my short films!
@DLVRYDRYVR3 жыл бұрын
"Today I wanna become a goblin..." Cracked me up 🤣 Great work as usual tyvm!
@Megasteakman3 жыл бұрын
Oh hey, thanks so much! Yeah, I hope it works for your skeletons. I got some crazy results with some quadrupeds in the unlisted video, so the potential is there.
@lyghtofhellfire70873 жыл бұрын
amazing work!
@AlessandroPacifico3 жыл бұрын
Great work! I really appreciate the effort and that it's open-source. I have a few questions. Are you using the 2.0 Basestations or the 1.0? Is it possible to just buy the Basestations without the Headset (HDM), or is it required? Is there something else required besides the two Basestations and the Trackers? Regards
@Megasteakman3 жыл бұрын
You can use either 1.0 or 2.0 basestations, but you have to make sure your trackers are compatible with whichever ones you get. I haven't been able to use 1.0 trackers on 2.0 base stations. You can hack things to bypass the headset requirement, but I have never done it. VR is totally worth it to me, and I'd recommend an HMD. This project works best with index controllers so you can press buttons to calibrate, but you can swap out those inputs for a different controller. The index controllers have rudimentary finger tracking however, and it is better than nothing.
@AlessandroPacifico3 жыл бұрын
@@Megasteakman Thank you very much for the info. What version of Basestations do you use? Do you recommend getting the Vive Pro or is the HTC Vive enough? Both are discontinued.
@Megasteakman3 жыл бұрын
@@AlessandroPacifico You can have up to 4x 2.0 base stations at the same time, which helps with occlusion. They are probably longer lasting because they changed the motor design.
@ChrizCx3 жыл бұрын
@@AlessandroPacifico I don't have the headset and it worked for me without problem, you just have to activate the null mode by modifying a few lines of code in the steam vr files. The only bad thing is that you have to connect your base by usb. I only have a base 1.0 and it works fine
@MohammedIdrei3 жыл бұрын
Hello .. Congrats on your update :) two questions if you allow me to ask .. 1 : Does this updates version work with UE5 ? 2 : Whats with the elbows or maybe shoulders (angle) ? its always fanned out like this (O) and should be like this lOl .. hope its fixed brother ? are they acting normally in this version ? Thanks and great job really .. your effort is much appreciated
@Megasteakman3 жыл бұрын
1. I haven't tested this update for UE5, but everything I've written so far has transferred over fine. 2. I think that this is a because the control rig doesn't have the fake elbow and knee poles I have put in the other actor profiles. Basically because this control rig is meant to be super generic, I can't assume any bone names/hierarchy relationships, but really you could make each control rig much more suited to your skeleton. Basically, if the creature is going to be a hero creature, I would recommend making a custom control rig that gives you the elbow/knee behavior you want.
@MohammedIdrei3 жыл бұрын
oh i see .. any chance you can explain this solution on this metahuman character of yours or the cc3 character ? .. i don't think i got it as easy as you .. bluprint beginner you can say ..
@Megasteakman3 жыл бұрын
@@MohammedIdrei Hmm, the unknown body type uses a different control rig from both metahumans and cc3. If you are having a problem with the elbows, I'd recommend making sure the player pawn doesn't have any livelink tracker name in the elbows (this will force the system to generate an estimated elbow position). Other than that, making sure you are scaled to your actor size and as close to their pose as possible when calibrating. For some reason, metahuman knees don't work that well for me, and I haven't figured that out in control rig yet. FBIK is still WIP on Epic's side, so I am waiting for the UE5 version of that to redo the body solve.
@lemon33353 жыл бұрын
It is better if you add IK bones to your body bones
@Megasteakman3 жыл бұрын
Yeah, the custom solvers for specific characters work better, but this is a dynamic system meant to adapt to whatever skeleton you use.