Vive Mocap Kit

Using SteamVR for real-time motion capture

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Description

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

Technical Details

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): 5.3 | 5.2 | 5.1 | 5.0 with Metahuman

Simple Demo Project: [4.24+]

Executable Demo: ZIP

Supported Engine Versions

4.17 – 4.27, 5.0 – 5.3