How to use - Akiya-Research-Institute/MocapForAll-Receiver-Plugin-for-UE4 GitHub Wiki
Table of contents
Download and setup
Download
Go release page and download the zip file.
Setup
Unzip it and double click the .uproject file.
Click "Yes" if you are not using VRM. If you want to use VRM, see Install VRM4U section.
Example1: Receive transforms
Settings in Receiver plugin
Show plugin contents and open sample map
Turn on "Content Browser > View Options > Show Plugin Content" and open "Content Browser > MocapForAllReceiver Content > Map > Sample1_TransformCubes"
Settings
Select "World Outliner > BP_Sample1_TransformCubes" and select "Details > OscReceiverComponent (Inherited)". Then edit the following variables:
- OSC Server IP Address: If MocapForAll is running on the same PC, 127.0.0.1. If MocapForAll is running on other PC, put the IP address of the PC which runs the receiver plugin.
- OSC Server Port: A port number which is not used by other apps.
Settings in MocapForAll
In MocapForAll,
- turn on "Settings > Data export > VMT protocol > Send tracking points"
- turn off "Settings > Data export > VMT protocol > Send tracking points> As relative position to HMD"
- turn on "Settings > Data export > VMT protocol > Send tracking points> Tracking points to be sent"
- turn on "Settings > General > Capture hand" if you want to capture finger movements.
- enter the same IP address as the receiver plugin in "Settings > Data export > destination IP address for VMT and VMC"
- enter the same port as the receiver plugin in "Settings > Data export > VMT protocol > Send tracking points"
Run
Click Play in receiver project and Start Capture in MocapForAll.
Example2: Animate MetaHuman
Settings in MocapForAll _
In "Settings > General > Character", select the MetaHuman which has the same sex, size and weight as the MetaHuman you want to animate. Other settings are the same as Example1.
Import MetaHuman
Export your MetaHuman from Quixel Bridge
Setup BP for MetaHuman
Create a new BP.
Select BP_TrackerToControlRig as parent class.
Open the new BP and add skeletal mesh component.
Select the preview mesh of the MetaHuman which has the same sex, size and weight as the imported MetaHuman.
Select "Components > VmtReceiverForControlRigComponent (Inherited)", then set values of "OSC Server IP Address" and "OSC Server Port" in "Details > Mocap for all" as in the same manner as Example1.
Then, compile and save the BP.
Record animation of MetaHuman by Take Recorder
Place the new BP in the level. Select the Floor and the new BP. Reset their positions to (0,0,0).
Select "Window > Cinematics > Take Recorder"
Select "Take Recorder > Source > From Actor > NewBlueprint"
Click Play and the red circle in Take Recorder window. The animation will be created at "Content > Cinematics > Takes > YYYY-MM-DD > Scene_n_nn_Subscenes > Animation"
Replay animation of MetaHuman by Sequencer
Place the BP_YourMetaHuman in the level.
Add Level Sequence.
Add track for the BP_YourMetaHuman.
Add track for the animation under "Body" of the MetaHuman.
Delete MetaHuman_ControlRig from track.
Press space to replay the animation.
Example3: Animate VRM
Settings in MocapForAll __
Select "VRM runtime load" in "Settings > General > Character". Other settings are the same as Example1.
Install VRM4U
Follow the quick start guide of VRM4U
Setup BP for VRM
Create a new BP.
Select BP_TrackerToControlRig_VRM as parent class.
Open the new BP, click "Class default", then select your VRM's asset list in "Details > VRM > VRM Asset List".
Select "Components > VmtReceiverComponent (Inherited)", then set values of "OSC Server IP Address" and "OSC Server Port" in "Details > Mocap for all" as in the same manner as Example1.
Then, compile and save the BP.
Record animation of VRM by Take Recorder
Same as Example2
Replay animation of VRM by Sequencer
Place your VRM's skeletal mesh in the level.
Add Level Sequence.
Add track for the SK_YourVrmModel.
Add the animation.
Press space to replay the animation.