Using SteamVR for real-time motion capture
The plugin is intended to retarget real-time human body motion to any skeleton by using SteamVR-compatible VR Headset (HTC Vive), Motion Controllers and tracked devices (Vive Trackers). It's also possible to use Scene Components instead to provide input from third-party tracking systems. The plugin supports custom skeletal meshes and can be used both for animation recording and for in-game player body representation. Transforms of untracked bones are reconstructed by using inverse kinematics.
The plugin supports tracking of feet, knees, flexible spine, shoulders, elbows and hand palms. Main demo project is ready to capture animation at UE4 Mannequin skeleton and to save resulted animations in Anim Sequences for future export in FBX format.
Minimum setup (for in-game VR avatars)
Two trackers for feet, one tracker for pelvis, two controllers (or trackers) for hands, HMD (or tracker) for head
Recommended setup (for animation capture)
Two trackers for feet, two trackers for spine (pelvis and ribcage), two trackers for elbows, two controllers (or trackers) for hands, HMD (or tracker) for head
Recommended + two knees trackers
I provide long-term support and consider personal requests.
Support Thread (more videos, help, discussion)
Code Modules: 3 - ViveMocapKit (Runtime), VMKFingersSolver (Runtime), VMKFingersSolverEditor (Editor)
Number of Blueprints: 0
Number of C++ Classes: 4
Network Replicated: Yes
Supported Development Platforms: Win64/SteamVR
Supported Target Build Platforms: Win64/SteamVR
Demo Project (for motion capture): [4.25]
Simple Demo Project: [4.24]
Executable Demo (try before buy): ZIP