Code Modules: 3 – ViveMocapKit (Runtime), VMKFingersSolver (Runtime), VMKFingersSolverEditor (Editor)

Number of Blueprints: 0

Number of C++ Classes: 4

Network Replicated: Yes

Supported Development Platforms: Win64/SteamVR

Supported Target Build Platforms: Win64/SteamVR

Documentation: PDF, finger solver (page 10): PDF

Demo Project (for motion capture): 5.4 | 5.3 | 5.2 | 5.1 | 5.0 with Metahuman

Simple Demo Project: 5.2+

Executable Demo: ZIP

代码模块:3-ViveMocapKit(运行时),VMKFingersSolver(运行时),VMKFingersSolverEditor(编辑器)

蓝图数目:0

C++类数:4

网络复制:是

支持的开发平台:Win64/SteamVR

支持的目标构建平台:Win64/SteamVR

文件: PDF格式,手指求解器(第10页): PDF格式

演示项目(用于动作捕捉): 5.4 | 5.3 | 5.2 | 5.1 | 5.0与Metahuman

简单演示项目: 5.2+

可执行演示: 拉链










The plugin is intended to retarget real-time human body motion to any skeleton by using SteamVR-compatible VR Headset (HTC Vive), Motion Controllers and tracked devices (Vive Trackers). It’s also possible to use Scene Components instead to provide input from third-party tracking systems. The plugin supports custom skeletal meshes and can be used both for animation recording and for in-game player body representation. Transforms of untracked bones are reconstructed by using inverse kinematics.

The plugin supports tracking of feet, knees, flexible spine, shoulders, elbows and hand palms. Main demo project is ready to capture animation at UE4 Mannequin skeleton and to save resulted animations in Anim Sequences for future export in FBX format.

Minimum setup (for in-game VR avatars)

Two trackers for feet, one tracker for pelvis, two controllers (or trackers) for hands, HMD (or tracker) for head

Recommended setup (for animation capture)

Two trackers for feet, two trackers for spine (pelvis and ribcage), two trackers for elbows, two controllers (or trackers) for hands, HMD (or tracker) for head

Maximum setup

Recommended + two knees trackers

Video:

Support Thread

Features:

  • Automatic and manual calibration
  • Custom skeletons supported
  • Animation export to FBX and BVH
  • Twist bones
  • Fingers solver
  • Captured flexible spine from two trackers or spine interpolated from one tracker to head
  • Capturing to scaled and non-scaled meshes
  • Capture without Motion Controllers and headset
  • Input from Scene Components (can be used with optical tracking systems instead of SteamVR)
  • Source code is included
  • Capture in editor viewport

该插件旨在通过使用SteamVR兼容的VR耳机(HTC Vive),运动控制器和跟踪设备(Vive跟踪器)将实时人体运动重新定位到任何骨架。 也可以使用场景组件来提供来自第三方跟踪系统的输入。 该插件支持自定义骨架网格体,可用于动画录制和游戏中的玩家身体表示。 利用逆运动学重建未跟踪骨骼的变换.

该插件支持跟踪脚,膝盖,灵活的脊柱,肩膀,肘部和手掌。 主演示项目准备在UE4人体模型骨架上捕获动画,并将生成的动画保存在动画序列中,以便将来以FBX格式导出。

最小设置(适用于游戏中的VR头像)

两个跟踪器用于脚,一个跟踪器用于骨盆,两个控制器(或跟踪器)用于手,HMD(或跟踪器)用于头部

推荐设置(用于动画捕获)

两个跟踪器用于脚,两个跟踪器用于脊柱(骨盆和胸腔),两个跟踪器用于肘部,两个控制器(或跟踪器)用于手,HMD(或跟踪器)用于头部

最大设置

推荐+两个膝盖跟踪器

短片:

支持线程

特征:

  • 自动和手动校准
  • 支持自定义骨架
  • 动画导出到FBX和BVH
  • 扭骨头
  • 手指求解器
  • 从两个跟踪器捕获灵活的脊柱或从一个跟踪器插入到头部的脊柱
  • 捕获到缩放和非缩放网格
  • 没有运动控制器和耳机的捕捉
  • 来自场景组件的输入(可与光学跟踪系统一起使用,而不是SteamVR)
  • 源代码包括在内
  • 在编辑器视口中捕获
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