okay i have figured it out. it is because godot's XRBodyTracker does not have Joint enums for eye bones. but the VMC tracker does grab the eye poses, you just have to set the skeleton bone rotation yourself
Tried following the instructions. Didn't work. I'm guessing things have changed in the last five months as the xrbodymodifier doesn't even have an option for targeting a skeleton
Long shot, but after importing a VRoid VRM, my springbones seem to be unattached in the case of my hair and my clothing seems to have no collision with my avatar's body. However, if I don't have the spring bones set up properly it almost seems like it's solid. Any potential hints as to what I'm doing wrong?
@@Not_So_Anon I just checked with the V-Sekai team to see if they're going to cut a new release of the Godot VRM Importer with the spring-bones fix. You could try using checking out the latest version from their Git repository for now.
@Not_So_Anon are you driving it with XR Animator? If so you need to make sure the avatar is equipped with the 52-blendshapes. I use Kana Fuyuko's Test Chan or Test Kun booth.pm/ja/items/5419110
@@MalcolmANixonYes, using XR Animator and Test-Chan, either in my own project or your demo project. I also see an issue opened up about it in the repo as well from April.
@v44n7 the default lights are a little bright. I usually slap an environment in and tweak as needed. I think my demo projects drop the light level slightly to prevent over-bright models.
That's tough to say. I've got a fairly beefy PC for the MediaPipe engine to run on. I don't notice latency, so it's probably somewhere under 50ms. I do find lighting and clothing have a big impact on tracking quality. In my lab the lighting is usually fairly poor, so I can't tell what's tracking glitches and what might be latency.
@@MalcolmANixon can i ask what is you Pc spec if you dont mind me asking. I need a new pc, currently been using a M1 for remote desktop work. Now i need some power. Is it possible to run 2 instances of the XR animator on the same system with 2 cameras so you could get a 2 player running both streaming into Godot? thanks
hey so I have been messing with this for a while now, and the only thing I can't seem to get working is the eye bone movement! no matter what i do, the VMC data doesnt seem to be updating the eyebone rotations. any suggestions? is this expected behavior?
im thinking there is a naming convention or bone scaling issue on remap. i wonder if the retargetting is causing issues somehow, bc the eye bones stretch all the way from the eye to the feet
I've just submitted the VMC Tracker 1.2.0 release to the asset store now that Godot 4.3 has entered feature-freeze and assets can be submitted. It should be available through the asset store in a few days, but it's also available on the Github link in the video description.
okay i have figured it out. it is because godot's XRBodyTracker does not have Joint enums for eye bones. but the VMC tracker does grab the eye poses, you just have to set the skeleton bone rotation yourself
Cool! Is it possible to store the animation of Avatar into the track of AnimationPlayer for later use?
Tried following the instructions. Didn't work.
I'm guessing things have changed in the last five months as the xrbodymodifier doesn't even have an option for targeting a skeleton
Yes it changed. The XRBodyModifier3D node now needs to be child of the Skeleton3D node. That solves the problem!
Thanks for this!
Long shot, but after importing a VRoid VRM, my springbones seem to be unattached in the case of my hair and my clothing seems to have no collision with my avatar's body.
However, if I don't have the spring bones set up properly it almost seems like it's solid.
Any potential hints as to what I'm doing wrong?
@@Not_So_Anon I just checked with the V-Sekai team to see if they're going to cut a new release of the Godot VRM Importer with the spring-bones fix.
You could try using checking out the latest version from their Git repository for now.
@@MalcolmANixon Grabbing the latest git release did in fact fix that issue! Now I get to fight getting the XRFaceModifier to work. Thank you!
Just as a note, it looks like XRFaceModifier is not working currently in the demo project either for me... Weird...
@Not_So_Anon are you driving it with XR Animator? If so you need to make sure the avatar is equipped with the 52-blendshapes. I use Kana Fuyuko's Test Chan or Test Kun booth.pm/ja/items/5419110
@@MalcolmANixonYes, using XR Animator and Test-Chan, either in my own project or your demo project. I also see an issue opened up about it in the repo as well from April.
have you managed to make the model light look good on Godot? my vrm models looks way too bright in most scenes
@v44n7 the default lights are a little bright. I usually slap an environment in and tweak as needed. I think my demo projects drop the light level slightly to prevent over-bright models.
what is the lattency on this? for exampe when moving fast like kicking or jumping? thanks btw this is awesome!
That's tough to say. I've got a fairly beefy PC for the MediaPipe engine to run on. I don't notice latency, so it's probably somewhere under 50ms. I do find lighting and clothing have a big impact on tracking quality. In my lab the lighting is usually fairly poor, so I can't tell what's tracking glitches and what might be latency.
@@MalcolmANixon can i ask what is you Pc spec if you dont mind me asking. I need a new pc, currently been using a M1 for remote desktop work. Now i need some power.
Is it possible to run 2 instances of the XR animator on the same system with 2 cameras so you could get a 2 player running both streaming into Godot? thanks
hey so I have been messing with this for a while now, and the only thing I can't seem to get working is the eye bone movement! no matter what i do, the VMC data doesnt seem to be updating the eyebone rotations. any suggestions? is this expected behavior?
im thinking there is a naming convention or bone scaling issue on remap. i wonder if the retargetting is causing issues somehow, bc the eye bones stretch all the way from the eye to the feet
sweet!
Will it eventually be in Godot asset store?
I've just submitted the VMC Tracker 1.2.0 release to the asset store now that Godot 4.3 has entered feature-freeze and assets can be submitted. It should be available through the asset store in a few days, but it's also available on the Github link in the video description.
nice !