Quest Pro Passthrough with Live Metahuman performance

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  • Опубліковано 20 жов 2024
  • Streaming live metahumans in XR.
    Finally figured out a way to modify the Unreal Live Link face support plugin to allow ARKit sources to be discovered by packaged Android builds. I’ve been wanting to stream live face and body performances to Quest using the Metahuman Face app and Xsens motion data. I like the idea of viewing/directing a remote performance in XR with the added bonus of simultaneously harnessing the power and fidelity of the metahuman pipeline for recording and post animation work directly in sequencer if that’s your thing.
    In the same way that “Must See TV” was a ratings driver for television, maybe this is another look at how “appointment experiences” might evolve for XR.

КОМЕНТАРІ • 10

  • @MacielDario
    @MacielDario Рік тому

    seriously.. great work. are you using wifi?Or can it be done via internet? connecting faceapp to an exe file on pc and streaming that to VR on quest?

    • @brycelynch
      @brycelynch  Рік тому

      This is wifi lan, but live link works over public IPs if you have ports configured correctly. In this demo face app is sending udp packets directly to this standalone build. But you can broadcast LL to as many instances of the editor or builds that you want (local or cloud hosted).

  • @aprilhamlincom18
    @aprilhamlincom18 Рік тому

    I just started with questpro after using the oculus 4.27 Branch Version with quest 2 and experience REALLY bad
    Performance wirh actually every use of PT (cable/airlink - ue5.1 Editor) ... unusable... you got any idea how to improve? Especially interested in working with spatial anchors ... seems not to work at all without lag from hell...

    • @brycelynch
      @brycelynch  Рік тому

      Not sure, do you get the same performance issues with a packaged build? I didn’t use PT with the editor because it never worked great for me, but builds were fine.

    • @aprilhamlincom18
      @aprilhamlincom18 Рік тому

      @@brycelynch actually it turned out i am an idiot ... after testing and testing - i noticed that i was connected to USB2 ... sorry for the stupid comment 😅

    • @brycelynch
      @brycelynch  Рік тому

      @@aprilhamlincom18 ahhh, yes! Glad you got it working! :)

  • @MacielDario
    @MacielDario Рік тому

    this is awesome. Could you share how you did it? I was searching ways to do live mocap inside VR and never found an solution.
    I would remove the passthrough and do some theater with avatars...

    • @brycelynch
      @brycelynch  Рік тому

      This is oculus branch with a whitelisted android MVN live link plugin for body and face is being driven by unreal’s live link face app with some slight modifications to ARKit plugin source to allow for android to pick up the data.

    • @hazeyteeg1641
      @hazeyteeg1641 Рік тому

      Are there any resources on how to modify ARKit. I would like to experiment with projects like this, but I can’t seem to get ARCore to work.

    • @brycelynch
      @brycelynch  Рік тому +1

      @@hazeyteeg1641 you have to add ARKit plugin and it’s dependencies to android platform whitelist in the plugin manifest. You’re also going to have to dig through the ARKit plugin source and find the reference to allowed platforms in arkitfacesupport and include android then recompile source. Otherwise even after you package the arkit live link won’t be detected.