... | ... | @@ -41,19 +41,32 @@ If you want the mirror in the plugin map to work, you have to enable the project |
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Assign following input mappings in the input action settings of your project to any buttons:
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"ToggleRecording", "SetMarker", "SaveAnimation".
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Go to the Details Panel of the MCController and adjust the properties under "MotionCapture":
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Go to the Details Panel of the MCController and adjust the properties under "MotionCapture ...":
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**Motion Capture**
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- **Path to Measurement File** The path to the file containing your measurements. It is relative to the project folder.
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- **Name of Recording** The folder name to which the recording data will be saved after the recording and loaded from in the "Save Animation" stage.
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- **Enable Finger Reproduction** Whether the finger data from the Index controllers should be recorded/saved.
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- **Finger Tracking Method** "From Animation" smoothes the finger data and introduces latency, while "From Device" captures the raw data with possibly more jitter
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- **Frames Per Second** The framerate for the final animation sequence. Not relevant during the recording, only during the "Save Animation" stage. This is not necessarily the exact framerate, for example if the capture data is not dense enough (wrt. time), the framerate decreases. The time length of the capturing is always prioritized before the framerate.
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**Motion Capture Map**
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- **Pawn** This should always point to the MCPawn used in the map.
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- **Spectator Cam** If this is not null, the computer screen will have the output from the given render target (different from the HMD). When setting up a spectator cam, you can set the target texture to the SpectatorTexture of the plugin or your own texture.
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- - **Left Foot Plane** The plane indicating where to put the left foot
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- **Right Foot Plane** The plane indicating where to put the right foot
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**Motion Capture Anim**
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- **Frames Per Second** The framerate for the final animation sequence. Not relevant during the recording, only during the "Save Animation" stage. This is not necessarily the exact framerate, for example if the capture data is not dense enough (wrt. time), the framerate decreases. The time length of the capturing is always prioritized before the framerate.
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- **Gesture Hold Scale Excess Time** This will stretch the animation while translating at a certain point, so that the animation length will be added with the given seconds.
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- **Nr of Leg Smoothing Iterations** Configures, how many times smoothing at the hip and feet input data shall be performed while translating the animation.
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- **Leg Smoothing Neighbor Window** A greater value will increase the smooth amount per iteration.
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- **Lock Feet To Green Foot Indicators** Whether the feet should be positioned and rotated to the foot plane transforms
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- **Use Captured Hand Position** Select if you want to use the position from the hand controllers or the rotation of the elbows for hand positioning
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- **Limit the hand rotation (can cause rotational jumping)** Limit the rotation of the hands along their forward axis
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- **Additional Post Processing Offsets** If you see, that a rotation or position looks consistently unnatural throughout an animation, you can offset the rotation or position and translate this animation again. Also useful for translating a bunch of animations with the same offset.
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# Recording
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Start playing in VR in the plugin map. Align your body to the Henry mesh and try to also match the rotations and positions of your hands, feet and head. While being in this pose, press "ToggleRecording". This captures the offsets from the input devices to the joints of the mesh. After this, the mesh disappears. To start recording, press "SetMarker". Press "SetMarker" again any time to start a new Animation Sequence. Finally, press "ToggleRecording" to end the recording. It will be automatically saved under "Saved/Recordings/[NameOfRecording]" in the form of a data log. If there is already a recording saved with this name, a unique number will be attached to this name.
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... | ... | @@ -64,5 +77,22 @@ If an Animation Sequence seems to be frozen, try to set and unset the checkbox " |
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If an Animation Sequence seems to have a fixed hip position and some parts (feet) slide around, go to the Skeleton Tree tab, select Options->Show Retargeting Options and change the Translation Retargeting for pelvis to Animation or Animation Scaled. When saving the animation, this is automatically done, but since the Translation Retargeting property is a property of the skeleton and not the animation sequence, this property could have been changed after saving the animation.
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# Tips
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Try avoiding super reactive and fast movements. Especially when doing steps, the trackers can jiggle causing strange results. There are countermeasures implemented for the hip but it is better to avoid this.
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Generally, the more single recording sessions you do, the more tweeking of settings for translating the animation could be necessary. To reduce this you can record multiple animations in one recording and also write down the settings you did for that recording session, so you do not have to try them out again from the beginning. The negative effect of this is that translating itself takes longer since you have to translate multiple animations.
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For tweaking the settings, here are a few tips:
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| Problem in animation | What to do |
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| Hip does not move, legs slide | In Animation Asset: Skeleten Tree->Options->Show Retargeting Options->Translation Retargeting for pelvis to Animation or Animation Scaled |
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| Frozen | Set and unset checkbox "Alow Frame Stripping" in Asset Details Panel of Animation |
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| Legs or Hip jiggles / too smooth | Play with Leg Smoothing settings |
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| Hand behaves strangely in some motions | Turn off Captured Hand Position option |
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| Hand in strange position offset | Turn the Captured Hand Position option on or off or play with Additional Post Processing Offsets |
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| Hand rotates too far but the standard rotation is good | Turn on Limit Hand Rotation |
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| Hand rotation jumps | Turn off Limit Hand Rotation |
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| Body parts seem offset (pos or rot) | Additional Post Processing Offsets |
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# Advanced Notes
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- The transformation of the MCPawn matters. Right now, it has to be located at (0, 0, z) for the offset capture to work. This is relevant, if you want to change the recording map or record in your own map. |
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