OptiTrack Live Streaming to Metahuman in Unreal Engine | Foot sliding Issues

Поділитися
Вставка
  • Опубліковано 30 січ 2025

КОМЕНТАРІ •

  • @regisbaralti695
    @regisbaralti695 2 роки тому +1

    Great job!
    How do you solve the clavicle and upper arms? At our side, they are slight bend and entering in the body.

    • @thejetshowlive
      @thejetshowlive 2 роки тому

      You can do correct the base pose and it will fix that.

  • @persona3d-imagineers
    @persona3d-imagineers 9 місяців тому

    Hi guys, I’m trying to do the same today. Did you find any fix for this issue by now?

    • @RandallsDiversion
      @RandallsDiversion 4 місяці тому

      I know a fix. I do use Xsen. U have to get the measurement of the character. It is the only way to fix foot sliding.

  • @TrashPraxis
    @TrashPraxis 2 роки тому

    I have also been looking into this. Are you using the live link method to get the motion in or the 'old' method where you need to play in editor? In my investigation, it looks like the live link method does not scale the joints which I think accounts for the foot sliding. The old method does scale correctly, but it only works in play mode, which is not a good workflow for VP, recording takes and just working. I have flagged it with support but they have no idea when they will get to it. If you were using the live link skel, try the old way and see if it's better

  • @kaancaglarketenci8571
    @kaancaglarketenci8571 2 роки тому

    I'm trying to choose between xsens and optitrack. which one would you recommend?
    vicon is very expensive. I guess it's a product in the middle of the two?

  • @user-cw3nb8rc9e
    @user-cw3nb8rc9e 2 роки тому

    Is it possible to have custom-dyi cams and just use optitrack software? I don't want to pay 10 000 USD for cameras I could assemble myself for 100 usd.

    • @r1verztv186
      @r1verztv186 2 роки тому

      No you cannot. The cameras have to go through an authentication process inside motive and if they aren’t recognized, they won’t be usable.