endink / Mediapipe4u-plugin

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Body not moving :)! #133

Closed jossevessies closed 10 months ago

jossevessies commented 10 months ago

MediaPipe4U Version

20231011

UE Version

5.1.x

UnrealEngine Type

Install From Epic Games Launcher

Platform

Windows

What happened?

Hi there!

So I'll post a new issue.

I am in the demo file and the body is not moving.

It looks very similar to this issue: https://github.com/endink/Mediapipe4u-plugin/issues/114

First I got the error:

LogMediaPipe: Error: Bone 'thigh_l' is not a valid compact pose bone. (UJointMapperBase::GetBoneTransformFromPose) LogMediaPipe: Error: Bone 'thigh_l' is not a valid compact pose bone. (UJointMapperBase::GetBoneTransformFromPose) LogMediaPipe: Warning: The orientation of the body cannot be determined, possibly necessary bone mapping missed. (UJointMapperBase::CalibrateJoints) LogMediaPipe: Error: Preparing the joint mapping was not completed (solver: GroundIKSolver). LogMediaPipe: Display: Start prepare mediapipe joint mapping (HeadSolver).

for Headsolver, Groundiksolver, Posesolver etc.

Now I have changed the 'forced lod model' & 'min lod model' property's of the BP_Quin's_Charachter object both to 1.

It seems to fix the error, but the model is still not moving.

I am getting no real warning.

output looks as follows:

+-----------------+--------+ | MediaPipe Joint | Status | +-----------------+--------+ +-----------------+--------+ | Head | OK | +-----------------+--------+ LogMediaPipe: Display: Joints prepared (HeadSolver) . LogAssetEditorSubsystem: Opening Asset editor for Blueprint /Game/Blueprints/BP_Quins_Character.BP_Quins_Character LogChaos: FPhysicsSolverBase::AsyncDt:-1.000000 LogMediaPipe: Display: Begin initialize AnimNode_MediaPipeBase LogMediaPipe: Display: PoseSolver initialized. LogMediaPipe: Display: Begin initialize AnimNode_MediaPipeBase LogMediaPipe: Display: LeftHandSolver initialized. LogMediaPipe: Display: RightHandSolver initialized. LogMediaPipe: Display: Hands solver Initialized. LogMediaPipe: Display: Begin initialize AnimNode_MediaPipeBase LogMediaPipe: Display: LocationSolver initialized. LogMediaPipe: Display: GroundIKSolver initialized. LogMediaPipe: Display: Begin initialize AnimNode_MediaPipeBase LogMediaPipe: Display: HeadSolver initialized. LogSlate: Window 'BP_Quins_Character' being destroyed LogWorld: UWorld::CleanupWorld for World_35, bSessionEnded=true, bCleanupResources=true LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated

jossevessies commented 10 months ago

ok! So, diving a bit deeper and following the issue mentioned above. I did manage to solve the issue.

So for future noobs like me:

Indeed change the forced and min lod model properties to 1.

Then go into the animation node (called: "ABP_mannequins_mediapipe") and in the blueprint select each individual node to open up their details panel and manually change the lod threshold property to 1.

Now everything is working like a charm.

Not sure why i needed to open e new issue about this. but again:

amazing tool @endink !

endink commented 10 months ago

It looks like you have a custom skeleton.

Refer this:

https://opensource-labijie-com.translate.goog/Mediapipe4u-plugin/mocap/quick_start/custom_skeleton.html?_x_tr_sl=zh-CN&_x_tr_tl=en&_x_tr_hl=zh-CN&_x_tr_pto=wapp

BTW, please read the M4U document, and run the demo project. After that , you can use M4U easily.

jossevessies commented 10 months ago

thanks for your quick response.

I haven't yet doven into the document. Probably should've done that before. You're right.

Though I am in the demo project. This issue exists within the demo project. :)