Closed jossevessies closed 1 year 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 !
It looks like you have a custom skeleton.
Refer this:
BTW, please read the M4U document, and run the demo project. After that , you can use M4U easily.
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. :)
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