VRMADA / ultimatexr-unity

UltimateXR is a free, open source framework that facilitates the creation of VR applications.
https://www.ultimatexr.io
MIT License
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The compatibility with mixamo rigs could be better. Some focus on enhancing that is recommendable. #10

Open 01GOD opened 2 years ago

01GOD commented 2 years ago

Thanks again for posting that framework! Better compatibility for mixamo rigs is recommendable, as that seems to be the most popular auto-rigger for rigging Unity bipeds right now. Basically found that it doesn't rig properly with the "Automatic" option in UXR, although did get a usable starting point mapping with the other mapping option ("Try to" option or similar) in UXR.

In the interim, any tips for making a smoother apply of UXR to a biped rigged with mixamo? Thanks in advance!

PS: Been pondering if maybe making hand models a separate rig from a Unity avatar's body could be better, because those mesh issues when doing the wrist rotations were bleh. Recommended to basically use the rigged UXR hand models with a biped model that is rigged and modeled up to wrist? Is that how the Cyber character was done basically?

01GOD commented 2 years ago

PPS: Also maybe same conclusion on heads. Ball joint meshes or no meshes for wrists and neck of 3D bipeds in Unity seems like a better plan. Nicely done on that UltimateXR mech design.

01GOD commented 2 years ago

UPDATE: Got that functioning better by enabling "Use Arm IK" and "Use Body IK" again in the controller script above that. That had been switched off automatically when trying different modes of adding the joints. However...shoulder of the mixamo rigged model look flipped in UXR (although they function properly in the Unity "muscle" configuration preview). Any tips on solving that or does that need to be modified in code?

Looked at the rotation of that model's shoulder joint. Y and Z rotate on same axis, so maybe it is a gimbal lock issue that happens in the script with such joints.

entromp commented 1 year ago

Full Mixamo support is on the way. There are some minor adjustments required on the body IK component but it should be ready soon.

01GOD commented 1 year ago

Looking forward to that. Thanks in advance! Enabling a way to easily use the UXR hands with the arm extensions like the cyborg would be appreciated also. (rig in mixamo, delete or hide the rigged model’s hand geometry, use the UXR hand models)

On Mon, Oct 10, 2022 at 2:32 PM Enrique Tromp @.***> wrote:

Full Mixamo support is on the way. There are some minor adjustments required on the body IK component but it should be ready soon.

— Reply to this email directly, view it on GitHub https://github.com/VRMADA/ultimatexr-unity/issues/10#issuecomment-1272892113, or unsubscribe https://github.com/notifications/unsubscribe-auth/ACJ7JDSKWYUQSTIOHLMDT2TWCPA7RANCNFSM6AAAAAAQDCX3XU . You are receiving this because you authored the thread.Message ID: @.***>

entromp commented 1 year ago

All issues should have been fixed in https://github.com/VRMADA/ultimatexr-unity/commit/af6932f5780b7df3121508804c50817201564ad9

There's also a lot of improvements on the automatic rig solving/setup. Please let me know if it solved your issues.

HUGOVERYZER commented 1 year ago

That is great news about the Mixamo integration, Are there any videos on this process, or documentation on how to do this ?