Hey Jad i cant see Movement samples in the gameobject tab so as to rig the body tracking of the avatar. also is it possible with mixamo avatar as well?
@@VishalSingh-uu9sx adding it during runtime will be difficult, because the avatar bones configuration might vary. Best way to do this is to setup body tracking and change the avatar mesh at runtime.
I've tried rig a humanoid character using Rigify in Blender and follow this instruction, the character works in term of recognition but not in a good shape, it looks like a squashed mummy
haha that's sad, the best way to do it would be to take the character from the Movement SDK samples, and import that into blender. Then replace the mesh while keeping the same skeleton.
This is a great video! I got to implement this for the RPM avatar, and now I am trying for the Face Tracking aspect with Quest Pro. I was able to get the eye tracking working with another script, but I can only see two blend shapes for the RPM Face component - Mouth Open and Mouth Smile. Could you help out or make a video on the same?
Hello Brother, I have followed the instructions as it is from the video. I have checked translation DoF of the avatar. Even though the hands are behaving weirdly like stretching for ReadyPlayerMe avatars, breaking the parts of the hand for the Robo Kyle, that depends on the humanoid model. But if I add animation controller with anyone animation to the controller in the Animator component, it is working fine. But the animation is not working, that is different case. Is it mandatory to add animation controller in the controller field of Animator component? Have you faced the same issue? if yes, how have you solved it? please Help me.
Hi, I have tried the same thing with readyplayerme avatar. But I got some wierd results like hands and legs are stretched like Reed Richards in the fantastic four. The only difference is I have used movement SDK 4.1.0, but you have used 4.0.0. is there any problem with the version I used? Please help me.
@@JadTawbi I got it correct. Thanks. It is working as expected. Can you create a video on adding animation like Movement locomotion sample scene? I have followed the documentation, but not succeed. Please create a video on it?
Hello, the following error occurs when running: Failed to start body tracking with joint set FullBody. Errors are still reported when using your Base Project. Could you please open source your complete project?
Thanks for this video! I've followed all the steps as you explain them but for some reason I am not able to map body movements with the avatar. My hands are being tracked in VR but the Avatar appears all stretched out and doesn't move with my movements. I noticed that the OVR Body gets deselected when I hit play.... not sure why
Hey Jad i cant see Movement samples in the gameobject tab so as to rig the body tracking of the avatar. also is it possible with mixamo avatar as well?
hey, i'm facing the same. how did you solve this problem
Hi, Its very helpfull video. Thanks. How to add Retargetting full body at runtime.... I am trying but mesh get destorted
@@VishalSingh-uu9sx adding it during runtime will be difficult, because the avatar bones configuration might vary.
Best way to do this is to setup body tracking and change the avatar mesh at runtime.
I've tried rig a humanoid character using Rigify in Blender and follow this instruction, the character works in term of recognition but not in a good shape, it looks like a squashed mummy
haha that's sad, the best way to do it would be to take the character from the Movement SDK samples, and import that into blender. Then replace the mesh while keeping the same skeleton.
This is a great video! I got to implement this for the RPM avatar, and now I am trying for the Face Tracking aspect with Quest Pro. I was able to get the eye tracking working with another script, but I can only see two blend shapes for the RPM Face component - Mouth Open and Mouth Smile. Could you help out or make a video on the same?
Hello Brother, I have followed the instructions as it is from the video. I have checked translation DoF of the avatar. Even though the hands are behaving weirdly like stretching for ReadyPlayerMe avatars, breaking the parts of the hand for the Robo Kyle, that depends on the humanoid model. But if I add animation controller with anyone animation to the controller in the Animator component, it is working fine. But the animation is not working, that is different case. Is it mandatory to add animation controller in the controller field of Animator component? Have you faced the same issue? if yes, how have you solved it? please Help me.
Hi, I have tried the same thing with readyplayerme avatar. But I got some wierd results like hands and legs are stretched like Reed Richards in the fantastic four. The only difference is I have used movement SDK 4.1.0, but you have used 4.0.0. is there any problem with the version I used? Please help me.
Have you made sure to check the translation DoF box at 02:36 ?
@@JadTawbi I got it correct. Thanks. It is working as expected. Can you create a video on adding animation like Movement locomotion sample scene? I have followed the documentation, but not succeed. Please create a video on it?
@@mahanthkanaparthi6087 yes that video is coming next week !
Hello, the following error occurs when running: Failed to start body tracking with joint set FullBody. Errors are still reported when using your Base Project. Could you please open source your complete project?
Thanks for this video! I've followed all the steps as you explain them but for some reason I am not able to map body movements with the avatar. My hands are being tracked in VR but the Avatar appears all stretched out and doesn't move with my movements. I noticed that the OVR Body gets deselected when I hit play.... not sure why
This issue is with Unity asset or Ready Player Me?
@@immersiveinsiders with the Ready Player Me, but I tried with the armature sample of your previous video and had the same issue
Is there a way to record and playback the avatar animation ?
Nothing that we know of right now.
Hello .. working in unity 2022 ?
Yes! This works with 2022