Vive Mocap Kit

Yuri N Kalinin - Sep 21, 2017

Using SteamVR for real-time motion capture

  • Supported Platforms
  • Supported Engine Versions
    4.17 - 4.26
  • Download Type
    Engine Plugin
    This product contains a code plugin, complete with pre-built binaries and all its source code that integrates with Unreal Engine, which can be installed to an engine version of your choice then enabled on a per-project basis.

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

Maximum setup

Recommended + two knees trackers


Video:


Support Thread

Technical Details

Features:

  • Automatic calibration and manual calibration
  • Custom skeletons are supported
  • Animation export to .FBX and .BVH
  • Twist bones
  • Collarbones
  • Universal fingers solver
  • Captured flexible spine from two trackers or spine interpolated from one tracker to head
  • Capturing to scaled and non-scaled meshes
  • Pose exported to Pose Snapshot object
  • Capture without Motion Controllers and/or headset
  • Input from Scene Components (i.e. can be used with optical tracking systems instead of SteamVR)
  • Source code is included
  • NEW: capture in editor viewport

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

Documentation: PDF, finger solver (page 10): PDF

Demo Project (for motion capture): [4.26]

Simple Demo Project: [4.24]

Executable Demo: ZIP