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Advanced VR Body IK System

JakePlayable - Blueprints - Feb 10, 2024

This VR system can realistically animate a full body humanoid mesh using only your HMD and controllers.

  • Supported Platforms
  • Supported Engine Versions
    5.3
  • Download Type
    Complete Project
    This product contains a full Unreal Engine project folder, complete with Config files, Content files and .uproject file, which can be used as a template to create a new project.
Demonstration Video



Downloadable DEMO


This product provides a stable, realistic full body estimation system that doesn’t get in the player’s way and has minimal impact on performance. It uses your velocity and a lot of carefully thought out linear math (not neural net based) to dynamically create foot targets, adjust pole vectors, and keep the player immersed by giving them a body that moves naturally and precisely. NO custom nodes, only existing blueprint features so that you're in complete control of your project.


I’ve made it very easy to customize with useful features such as a Footstep FX function that fires automatically on every step, with the precise Transform and intensity of the impact. That means all you have to do is plug in whatever sound and visual effects you want! Dynamically adjusting collision allows for realistic crouching under obstacles, where your movement will be blocked if your head is too high. It even has a fully functional seated play mode where you can crouch with your joystick!


Made ONLY for the UE5 Skeleton. It works great with the Mannequin, Metahumans, and other similarly rigged meshes. It will NOT work properly with the UE4 skeleton. You can tell which one your mesh uses by whether it has 3 spine bones (UE4) or 5 spine bones (UE5). There are lots of external solutions to re-rig a mesh to the UE5 skeleton.


I am continuing to polish this system so if you have any notes or suggestions please reach out via one of the following! I will try to incorporate it in my next update!




Don't Hesitate to Reach out for Support & Give Feedback!

Email: jakeplayable@gmail.com

Discord: jakeplayable

Discord Server (Support Channel)

Technical Details

Metahuman Tutorial

Custom Mesh Tutorial

Documentation


Features:

  • Body Crouches, Crawls, and goes Prone
  • Velocity & Directionally Adjusted Footsteps
  • Seated & Standing modes
  • Height Calibration Function
  • Footstep FX Function (location and intensity)
  • Custom Crouching Function
  • Works with MetaHumans
  • Walking Speed Slows Down when you get Closer to the Ground
  • Head Collision to Prevent Walking Through Walls and Allows for Crouching under Obstacles
  • Nicely Packaged into One Folder for Easy Migration Without Worrying about Dependencies
  • Upon looking down the Skeleton's legs will relax and begin crouching. Your HMD's height ultimately controls crouching, crawling, and prone stances.

Number of Blueprints: 3

Input: Configured out of box for Oculus, Index, HTC Vive, and Windows Mixed Reality headsets.

Network Replicated: No

Supported Development Platforms: Windows

Supported Build Platforms: Windows, Android

Important/Additional Notes:

  • This system is authored to the UE5 Mannequin. Skeletal Meshes should be weighted and proportioned similar to it for good estimation.
  • This system derives its estimation entirely from your HMD and Controllers. You may be able to replicate it from only those tracking points but I have not attempted it. I plan on releasing a network replicated version of this but cannot provide a timeframe.