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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
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.
Forum support thread (more videos here)
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
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