Vive Mocap Kit

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Using SteamVR tools for real-time motion capture

  • Supported Target Platforms
  • Supported Engine Versions
    4.17-4.21

Description


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 fully ready to capture animation at UE4 Mannequin skeleton and to save resulted animations in Anim Sequences for future export in FBX. Duration of Anim Sequences with built-in setup is limited to 60 seconds. You can use Sequence Recorder to capture long animations.

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

To capture without VR headset, you need two Vive Base stations, Link Box, Vive Trackers

I provide long-term support and consider personal requests.

Video #1

Forum support thread (more videos here)

Technical Details


Features:

  • Automatic mesh-to-body calibration
  • Manual calibration
  • Custom skeletons are supported
  • Support of twist bones
  • Real captured flexible spine from two trackers
  • Calculated flexible spine from pelvis and head trackers
  • Tracked collarbones
  • Capturing to scaled and non-scaled meshes
  • Skeletal Mesh Pose exported to set of Transform variables for flexible Animation Blueprint setup
  • Skeletal Mesh Pose exported to Pose Snapshot object for easy Animation Blueprint setup
  • Allow capture without Motion Controllers
  • Allow capture without Motion Controllers and VR Headset
  • Allow input from Scene Components (i.e. can be used with optical tracking systems instead of SteamVR)
  • Source code is included.

Code Modules: 1 - ViveMocapKit (Runtime)

Number of Blueprints: 0

Number of C++ Classes: 2

Network Replicated: Yes

Supported Development Platforms: Win64/SteamVR

Supported Target Build Platforms: Win64/SteamVR

Documentation: PDF

Main UE4 Project (for motion capture): [4.21] (older versions at forum)

Demo Project (basis for custom projects): [4.19]

Executable Demo (try before buy): ZIP

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