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With the MoCap plugin, you can capture human body and optionally finger movements and translate them into animation sequences.
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The plugin is designed for Unreal Engine 4.26.2. Aside from a Vive and two Index or Vive Controllers, you need six Vive Trackers attachable with straps for the intended use.
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For the plugin to work, you also need to install the [Character Plugin](https://devhub.vr.rwth-aachen.de/VR-Group/unreal-development/plugins/character-plugin) and all its dependencies into the project.
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For the plugin to work, you also need to install the [Character Plugin](https://git-ce.rwth-aachen.de/vr-vis/VR-Group/unreal-development/plugins/character-plugin) and all its dependencies into the project.
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In the following you will find a detailed step by step guide for using the Motion Capture Plugin.
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... | ... | @@ -42,13 +42,17 @@ Assign following input mappings in the input action settings of your project to |
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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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- **Measurement Path** The path to the file containing your measurements. It is relative to the project folder.
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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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- **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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- **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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- **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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