Comments (6)
Oh nice, glad to hear it worked for you. I came across a problem where setting openXR input in the preferences messed with the trackers, so watch out for that.
I haven't had time to test the changes I made for 5.2, but I didn't do much: just removed anything that was causing errors. I will post this version if I make sure it is all good: https://www.dropbox.com/scl/fi/vjq81qse9dfyxs16qlzfz/MegaMocapVR_52.zip?rlkey=3z4buinm07yugwv7y72w4t5pl&dl=0
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Related Issues (20)
- Metahuman pelvis swim. HOT 8
- ❤️ Would love to help HOT 3
- UE4.26 Mannequin not work HOT 6
- Strange character deformation for models imported from Vroid HOT 10
- 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
- Getting Lots of Compile Errors HOT 2
- Can't calibrate trackers with controls. HOT 4
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