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Rokoko Studio Live

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With Rokoko Studio Live you can sync the motion capture data from your Smartsuit Pro, Smartgloves and Face capture (or use them separately) and stream it directly to your custom character in Unreal Engine.

  • 支持的平台
  • 支持的引擎版本
    4.26 - 4.27, 5.0 - 5.3
  • 下载类型
    引擎插件
    此产品包含一款代码插件,含有预编译的二进制文件以及与虚幻引擎集成的所有源代码,能够安装到您选择的引擎版本中,并根据每个项目的需求启动。

Whether you want to use motion capture for live performances or pre-visualization purposes, Rokoko’s Studio Live Plugin for Unreal has got your back. Bring your custom characters to life by livestreaming your motion data from Rokoko Studio directly inside of your project in Unreal.

Live Link and Virtual Production support

In Rokoko Studio you can sync data from your Actor or retargeted Character (or use each of them standalone) and with one click start streaming to Unreal.

Virtual Production And Studio

You can setup your unreal engine project with any absolute position tracking solution (HTC Vive Trackers) and do a drift correction of a Studio's actor locomotion with a use of Command API Tracker command.

Virtual Production and Studio Legacy

With our Virtual Production add-on, you can also start working with props and a virtual camera by using Unreal’s Live Link. HTC Vive Trackers can be used as your props and camera and StreamVR Base Stations (1.0 & 2.0) to get absolute positioning on your characters, props, and camera(s).

Time to start creating!

Live Link and Virtual Production support

技术细节

Releases for UE from 4.23 - 4.27 and also 5.x (Latest Release) are here:

Features:

  • Live animation from Studio's Actor or Studio's Character on a 3D humanoid character in UnrealEngine using a Live Link.
  • Send commands to Studio to calibrate, restart, do a drift correction, etc.

Code Modules:

  • Smartsuit (Runtime)
  • SmartsuitEditor (Editor)

Supported Development and Target Build Platforms: Win64 and Intel Mac

Example Project: In Github, here

Documentation: Github Plugin Documentation

Additional Documentation: Rokoko Unreal Plugin Support

Important/Additional Notes:

  • Studio application and the game should run in the same local network.
  • Your firewall should not block Unreal Engine or the game, so the Studio and the game can communicate.
  • The Blueprint animation library that animates the character, expects the characters to be in T-pose.
  • Characters streaming expects that the same skeletons are being used in Studio and Unreal Engine project.