Comments (10)
I also tried to follow the chapter about the strange deformation for metahumans. However, I'm not sure if i did it wrong but it didn't work for me.
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Do your bone axis alignments also match the UE4 mannequin? I'm using some bone orientations in the set up and IK solver phases, so it they aren't the same there could be really unpredictable results. If the orientations are different, I think this would be a good use-case for the IK retargeting actor profile: https://www.youtube.com/watch?v=ZBv5qi4GJDk&t=734s
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I'm really new to skeleton and Ureal so I'm not that sure. But when i reassigned the skeleton to the mesh, there were more joints in the mesh I imported than the skeleton in the MMVR file. I'll try to go through your IK retargeting first. Thanks!
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I actually have another question about finger tracking. I could only manage to get three fingers moving on each hand. My thumb and index finger weren't able to be tracked. Any guess what may have caused this?
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Yeah, the fact that the joints were mismatched is probably another problem.
Not sure why your fingers aren't working. The index is a little imprecise, and I find somehow I have to drum my fingers back and forth to get it working.
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OMG! IK retargeting works! I got my model to move! THANK YOU SO MUCH!
I have another question about the facial expressions. Does VRM imported models support facial expression? Or could I make some presets and get them to work in unreal?
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Hmm, I actually don't know how that works for other people: I think they use a lot of external apps to drive those? I did include a retargeting asset template in the project so you can make the AR Kit stuff remap to whatever blendshapes you want, but you may have to hard code the live link phone name into your characters anim bp and use that retargeting asset in there.
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Ok thanks man. That sounds a little bit to difficult for me now. By the way, I had some problems with the inputs of my index controllers. During calibration, I could rotate the target mesh but when I wanted to move it with my left controller it could only go oneway. Did this occur to you? Also, the controller inputs would just not work for sometimes. I need to restart the project/steam vr to get them working again.
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For inputs, 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, turning on the controllers before the trackers can help (sometimes the trackers assume the roles of controllers and steal their inputs).
I'm sure there's some kind of VRM face tutorial on youtube: I just haven't implemented them because I don't typically use those models and don't want to rely on anything outside of unreal engine for the project to work.
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Really appreciate your time and patience. For the trackers stealing controller part, I figured out that adding trackers first in live link then check the controllers would help : )
from megamocapvr.
Related Issues (20)
- Metahuman pelvis swim. HOT 8
- ❤️ Would love to help HOT 3
- UE4.26 Mannequin not work HOT 6
- Please add knees tracker,and floor calibration,PLS PLS PLS HOT 2
- Problem with baking facial animation to control rig HOT 1
- List of face capture devices HOT 2
- How about support HOT 2
- Add a few more trackers HOT 1
- UE5 Not reading .uasset HOT 2
- Does this require a headset? If so, which are compatible? HOT 1
- Metahuman not moving after calibration HOT 2
- VRM IK retargeting Issue with movement and cameras UE 5.1 HOT 1
- Hello, I also tried your ControlRig, but I found that short people cannot drive Metahuman well. For example, when both arms are straight, the elbow joint is bent. Do you have any good suggestions HOT 2
- Issue with tracker controlling 2 limbs at the same time HOT 1
- Unreal engine 5.03 HOT 4
- Question about Ultra Leap hand tracking support HOT 2
- Unreal 5.2 and 5.3 HOT 6
- Getting Lots of Compile Errors HOT 2
- Can't calibrate trackers with controls. HOT 4
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