Megasteakman / MegaMocapVR

A SteamVR powered mocap solution for Unreal Engine
GNU General Public License v3.0
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Metahuman pelvis swim. #23

Closed kuroderuta closed 2 years ago

kuroderuta commented 2 years ago

My setup includes Index HMD capture and controllers as well as 4 vive trackers (chest, pelvis, feet). Trying to capture an actor walking results in the hips rotating from left to right together with the spine bones above. Mocap actor and Metahuman are roughly the same height during the calibration.

Video of the issue: https://youtu.be/R4MXSTEzex0

Megasteakman commented 2 years ago

I've redone the metahuman control rig in the latest update: let me know if this fixes your issues: https://github.com/Megasteakman/VRMocap/commit/5d8851856eeeffbd9ed16f33d8edf25bc4205100

kuroderuta commented 2 years ago

Hi! Thank you for the fast response and your continued work, the pelvis issue has been solved! However another one was introduced. I found that the torso is compressing and the head collapses and protrudes forward especially in a sitting position. I'm not sure if that's something specific to the HMD Capture or not. I'm attaching a video below.

https://youtu.be/8Hj9RgG786k

Megasteakman commented 2 years ago

Unfortunately I don't think I can solve this one, but you are welcome to take a look at the metahuman control rig and submit a fix if you can find it! Thanks!

kuroderuta commented 2 years ago

Can you guide me into which changes of the newest update could've caused this? I understand it is something in the new metahuman rig?

Megasteakman commented 2 years ago

Every change would be in the metahuman control rig. I changed properties in the neck to make that more stable, but I guess it had knock on effects. You can download the prior commit and just drag in the control rig file using file explorer (you might have to place it in a different directory than the one in the vr mocap project so you don't override the prior one. Then open both side by side and see if you can make a combination that works for you.

All the IK stuff happens near the bottom of the graph. There are prior versions of the system also disconnected and placed on the sides that might be helpful.

kuroderuta commented 2 years ago

I identified that it was the head IK nodes that changed this behavior. Additionally the discrepancy between standing and sitting position of the head is influenced by the relation of the Pelvis and Chest trackers. While standing we are naturally a bit more straight than when sitting. I haven't figured out where and how to change this yet however.

Megasteakman commented 2 years ago

I just released a new version where I adjusted the blend between the fake head position and the real head position. It should be more like it was, but let me know what you think.

kuroderuta commented 2 years ago

Sorry for the delay, life got in the way. I tried the updates and yes that is better however the issue with the elongated neck came back from earlier. But out of the two issues i'd rather deal with that one..