OptiTrack Live Link Live Easy Retargeting in Unreal Engine

แชร์
ฝัง
  • เผยแพร่เมื่อ 22 ธ.ค. 2024

ความคิดเห็น • 22

  • @ShelfStage-ct3jf
    @ShelfStage-ct3jf 7 หลายเดือนก่อน

    Awesome video! Unreal docs and some other videos point to lengthy process using “asset classes” this did the trick perfectly! (Real time retargeting of live link data). Thank you! Wondering if you might have a suggestion for a simple mirroring? (Need streamed left hand to become right hand etc) .. simply scaling the target with -1 across the appropriate axis visually worked perfectly and simply, but collisions with character stopped working, which I need. Thanks in advance!

  • @niklasharju
    @niklasharju ปีที่แล้ว +1

    Hi! Thank's for the video! Have you had a chanse to look into the the scaling mismatch, and the possibility to capture the streamed skeleton from Live Link? We're having a similar issue streaming from Qualisys into a character in Unreal that scales a bit differently, so we're getting pretty odd results

    • @TrashPraxis
      @TrashPraxis  ปีที่แล้ว

      I have looked into this a lot. The issue in my case is specific to the Optitrack Live Link plugin for UE. I talk more about it in this video th-cam.com/video/XZD-kKMW-w0/w-d-xo.html

  • @derekchan4403
    @derekchan4403 ปีที่แล้ว

    this was such a helpful vid :) thanks for highlighting the new retargeting features! Was wondering if you knew of a way to edit live mocap data? For example have it so that the thigh bone bends the opposite way in unreal than how it bends in motive.

    • @TrashPraxis
      @TrashPraxis  ปีที่แล้ว

      I am sure there would be more than one way to do this. You could modify the live link data in UE or probably do something in an Anim Blueprint of either the source or the target

  • @andikarizkyoktavian8581
    @andikarizkyoktavian8581 2 หลายเดือนก่อน

    Hi, thanks for your helpful video, I am facing a problem with animation blueprint where it cannot move at all. in the live link panel at unreal, it's also showing a log "Can't evaluate frame for 'subject name'. No data was available". is there any advice for that?

    • @TrashPraxis
      @TrashPraxis  หลายเดือนก่อน

      Sounds like something in your streaming settings in Motive. Make sure your skeleton doesn't have a name with special characters or spaces, maybe?

  • @DonBurroni
    @DonBurroni ปีที่แล้ว

    Your videos are great, why do the feet constantly slip about in UE ? What’s the non quick method, going via mobu?

    • @TrashPraxis
      @TrashPraxis  ปีที่แล้ว +1

      The feet slide because the motion coming in from the Optitrack live link plugin does not scale the bones. If it did, the motion would look great because the skeleton would be 1 to 1 the same proportions as your performer skeleton in Motive. MotionBuilder Optitrack plugin does not have this issue. In mobu, when you create a skeleton in the Optitrack device, it’s the same proportion as your performer. This is not the same in UE. You need a skeleton there existing for the live link stream. I have tried several work-arounds. One is a plugin my colleague made to generate a skeleton from the live link stream. Another was to make a skeleton in Maya from fbx exported from Motive, bring that into UE. I have a video showing those. This week I have been trying another approach using the new “export sticks” option from Motive. Unfortunately they fucked this up too and you can’t bring this int UE directly and stream on it because it has no root bone. So I have a Maya script that fixes this and makes an A Pose for better retargeting. I will make a video soon about this

    • @DonBurroni
      @DonBurroni ปีที่แล้ว +1

      @@TrashPraxis that’s for the explanation and help, I’m trying the via mobu way today, but the stick man way sounds good, keep up the great work, optitrack should pay you

  • @viktorqshu940
    @viktorqshu940 ปีที่แล้ว

    Hi I'm facing all the problems you have encountered! Now, as I want to remove Mobu as much in my workflow, I realise there is a major problem. In the case I record takes and do the offline workflow to UE, in Motive when I capture multiple actors, I will get the bone naming as a_Root, b_Root, etc as such. This a_ prefix is not going to be reconised in Mobu as a prefix and cannot be removed by Mobu RemoveNameSpace itself except by scrpting.
    So I feel it was so annoying since I still have to rename the takes by Mobu or by Maya, otherwise I have to make skeletal meshes for a_Root and b_Root separately. Am I doing something wrong?
    I'm trying to be your number one fan since I'm developing a Optitrack/ Rokoko SmartGloves/UE (Metahuman and Vroids) workflow as well. You are super helping!!!!

    • @TrashPraxis
      @TrashPraxis  ปีที่แล้ว

      In Motive, there is an fbx export option to use a colon as the separator. Then in Mobu this fbx looks like it has a namespace. And in UE this name before the colon is stripped. Does that help? Is that what you mean?

  • @Elkkkkkk
    @Elkkkkkk ปีที่แล้ว

    Hi mr.praxis! I was wondering if there were ways to automate the the retargetting setup using this method? For instance creating a utility widget/script that on the selection of one mocap asset it retargets that asset onto say 100 metahumans? Thank you again for all your contributions to the community :)

    • @TrashPraxis
      @TrashPraxis  ปีที่แล้ว

      Hiya, I don't know about your specific requirements and 100 metahumans but the metahumans share a skeleton and have IKRig provided by Epic already, so there may not be much need to automate. Are you driving 100 metahumans from a single source motion? I am not certain but I think they could all share an animation blueprint and it should work just by updating that shared anim bp. I did something similar for a whole lot of Paragon characters and each has its own skeleton and needs its own anim bp. I tried for a little while to script this but I could not figure out a way to programmatically make all those anim bps

    • @Elkkkkkk
      @Elkkkkkk ปีที่แล้ว

      @@TrashPraxis ah! Perhaps I am over complicating my thought process…this weekend I’ll start trying to prototype some stuff out with multiple metahumans. I was trying to figure some stuff out about a script that automates anim bp’s as well…I was wondering if there might be a way to send a more detailed message to you? Either discord or email or zoom? I’m working on a masters thesis in regards to virtual production pipeline stuff and would love to talk it through with a pro! However totally understand if you’re too busy too :)

  • @tonelessbod
    @tonelessbod 2 ปีที่แล้ว

    Which OptiTrack cameras are you using? Interested in optitrack

  • @zoyu2190
    @zoyu2190 ปีที่แล้ว

    Excuse me, if it is a BIP skeleton character, how to do retarget?I followed the process in your video, but it failed.

    • @TrashPraxis
      @TrashPraxis  ปีที่แล้ว

      Hi, I don't know what a BIP skeleton is. I don't think I can help

    • @zoyu2190
      @zoyu2190 ปีที่แล้ว

      @@TrashPraxisThe CS skeleton of 3D MAX

  • @DjDialtone
    @DjDialtone ปีที่แล้ว

    this problem with livelink is really slowing my workflow??!!! I think using motion builder seems the only way I've got a one to one but its a really long process.