oculus-samples / Unity-Movement

Body, Eye and Face Tracking code sample.
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Retargeting Issue with Deformations and Contraints #66

Open karunateam opened 3 months ago

karunateam commented 3 months ago

We are trying to use full body tracking with a custom avatar. Everything looks good in-editor when reviewing the Avatar Mapping tab and all of the animations in the Muscles & Settings tab look good. When we run on the Quest 3, we are experiencing strange placements of some of the bones and mesh. Namely, the shoulders are pushed back from their sockets, the chest and stomach are indented, and the hips seem to be dropped.

Retargeting documentation is very sparse and the code is poorly documented. There is no clear explanation of what the various forms of deformation do, how RetargetingLayer works, etc.

Is there any good source of information for us to look at?

Here are a few screenshots showing the problem areas: shoulders pushed back, indented stomach, lowered hips.

c7fdb316d2c141c197eade2b0945c4c9 cef4dee596df452f81c0088db4eb7086

antonsem commented 3 months ago

We were having the same issue for some time now. We couldn't fix the issue no matter what we did. So in the end we switched to the OVR Custom Skeleton instead of the OVR Unity Humanoid Skeleton Retargeter. But I would be delighted to know why this is happening, even in Oculus' examples.

andkim-meta commented 2 months ago

The issues that you are seeing is due to differences in the body tracking skeleton and how your character is rigged. We have introduced weights and sliders in our deformation logic to impact different body areas. Specifically, for the shoulder issue, please look at modifying the weights under the "Shoulders" section in Full Body Deformation. For the hips, stomach, and chest areas, please look at modifying the weights such as the "Original Spine Positions Weight" under the "Body" section in Full Body Deformation. These settings are documented in more detail here: https://developer.oculus.com/documentation/unity/move-body-tracking/#setting-up-a-character-for-body-tracking, and are available in v5.0.0 release of the package.

ratmat2002 commented 1 month ago

@andkim-meta I have updated to the v5.0.1 release and am still having a lot of trouble understanding how to modify the deformations to make our avatar look correct. Would it be possible to send you a copy of our sample project and have you provide feedback as to the necessary adjustments?

This is how our character should look in base T-Pose state compared with the deformations shown in the screenshots above.

image

andkim-meta commented 1 month ago

Hello. If you could provide just the FBX file, we can take a look to check on the issues you are seeing with the automatic retargeting and deformation.

ratmat2002 commented 1 month ago

Hello, here is the FBX file for our Avatar.

Any feedback on how we can best configure the automatic retargeting and deformation would be greatly appreciated!

https://www.dropbox.com/scl/fi/w9hgotftyqmv1s54nqou0/CORE_Avatar_G.fbx?rlkey=4sozr0eqph0654z4zgwl5ck3s&st=rvnx6s4p&dl=0

Thank you,

Andy Riedel CTO karunalabs.com