{"payload":{"feedbackUrl":"https://github.com/orgs/community/discussions/53140","repo":{"id":370438120,"defaultBranch":"main","name":"MegaMocapVR","ownerLogin":"Megasteakman","currentUserCanPush":false,"isFork":false,"isEmpty":false,"createdAt":"2021-05-24T17:46:07.000Z","ownerAvatar":"https://avatars.githubusercontent.com/u/60146712?v=4","public":true,"private":false,"isOrgOwned":false},"refInfo":{"name":"","listCacheKey":"v0:1712549337.0","currentOid":""},"activityList":{"items":[{"before":"2c68f407479682598cb2acc9abbff1dbe9923350","after":"8c41628b26b5bd129fa41c427f9689749eab981c","ref":"refs/heads/main","pushedAt":"2024-08-13T06:58:54.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Megasteakman","name":"Megasteakman","path":"/Megasteakman","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/60146712?s=80&v=4"},"commit":{"message":"UE5.3.2 - OpenXR VR Menu\n\nAdded motion controllers back into the player pawn for the OpenXR tracking mode: they are set to be disabled by default unless the player choses that mode AND launches the game in VR. I found there are occasionally crashes and instabilities on exiting playmode, but overall this method is a lot more stable and versatile than previous implementations of OpenXR, which could crash when run with the -XRtrackingonly flag on startup.\n\nChanged the player pawn settings to be more consistent when using the system with VR: now it should always render the spectator camera view when in VR if that is present in the scene as long as you check the 'in HMD capture' bool on the player pawn.\n\nAdded a bool to disable gamepad input on the Spectator camera and the player pawn.\n\nNoticed some bugs were introduced when capturing in VR using a non movement actor, so I introduced a function that will rotate the VR Rig back to its original settings when working in VR.\n\nMade an in-game VR menu with widget interaction for adjusting settings when in a build/hmd.\n\nRevised the movement actor to get more consistent behavior, however upper body mode is currently breaking the set up. Also, in VR, this set up is causing some shaking, so it might be better to avoid using the hmd capture mode with the movement actor for now.\n\nRenamed and reorganized, a lot of components, which caused nearly every blueprint to be recompiled. I fixed redirectors, and hopefully nothing is missing.","shortMessageHtmlLink":"UE5.3.2 - OpenXR VR Menu"}},{"before":"28d812952254bf5e0c604c3820d774bb587107ee","after":"2c68f407479682598cb2acc9abbff1dbe9923350","ref":"refs/heads/main","pushedAt":"2024-08-06T07:01:14.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Megasteakman","name":"Megasteakman","path":"/Megasteakman","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/60146712?s=80&v=4"},"commit":{"message":"UE5.3.2 - Manny Movement Actor Update\n\nChanged the order and operation during begin play for spawning in player controllers. Made the player pawn not default to auto-posess the player, as this is now handled in begin play. Disabled split screen when multiple player pawns are present in scene. In general, tested local multiplayer and it should work better now.\n\nCompletely redid the movement actor to use a UE5 mannequin. Not everything works like the old set up, but the animations should be better quality, and eventually it will be easier to extend in terms of additional animations and motion matching features in the future. Using the movement actor in VR pie mode will offset the player pawn to match the capsule for first person gameplay.\n\nRemoved some collision from the new spectator camera mesh.\n\nRotated the VR Rig -90 in the player pawn so it would match the rotation that actors are set up with in their blueprints. This seems to have helped a lot of system, but might have some knock on effects. please let me know if you find any!\n\nAdded gamepad inputs to the enhanced input mapping context, so you can move your actor around with the gamepad.\n\nMade it so that the spectator camera doesn't auto grab input from player 0, but will use the player controller that you set as the public int. This should allow for more flexibility in the future. 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I redid the model, and cleaned up the face blend shapes to look a little more appealing.\n\nAdded some logic to the FootIK that checks if the foot plant location is too far away from the pelvis based on the leg length.\n\nFixed functionality in the MMVR user menu, and added an additional menu panel to the main menu.\n\nAdded some control rigs for dealing with the tracker recording rig.","shortMessageHtmlLink":"UE5.3.2 - UE5 Manny Face Skeleton Fix"}},{"before":"549818d84d92ad7d99957b0f6af542e31bcb1f1d","after":"a23e21a4a4f0777a043a8194af5e79d62932d9d3","ref":"refs/heads/main","pushedAt":"2024-07-22T02:39:36.000Z","pushType":"push","commitsCount":2,"pusher":{"login":"Megasteakman","name":"Megasteakman","path":"/Megasteakman","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/60146712?s=80&v=4"},"commit":{"message":"UE5.3.2 - MMVR Main Menu\n\nStarted making a general User UI for standalone builds. In game, pressing the tab key will toggle a menu that has a few controls set up (not all controls are currently hooked up however). If you level isn't using the MMVR game mode, tab might not toggle the mouse cursor to be visible.\n\nMoved the stretch sense anim bp to the 'add-ons' folder to make it easier for modification if the hand engine plugin isn't installed.\n\nEnsured that the MMVR, Metahuman, CC3 and UE4 control rigs bake the fingers in the backwards solve. Metahuman heads no longer align with the bodies after solving, which is annoying, but I haven't been able to figure that out. Revised CC3 control rig to have limits on the clav movement.\n\nAdded some properties to the light rig that makes it load and save more consistently.\n\nChanged the example level to use the MMVR game base: Added some functionality to show the mouse cursor in that game mode.","shortMessageHtmlLink":"UE5.3.2 - MMVR Main Menu"}},{"before":"8c736daf545c8be549d3d11a89be3ca2310a4b6f","after":"549818d84d92ad7d99957b0f6af542e31bcb1f1d","ref":"refs/heads/main","pushedAt":"2024-05-21T03:17:05.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Megasteakman","name":"Megasteakman","path":"/Megasteakman","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/60146712?s=80&v=4"},"commit":{"message":"UE5.3.2 - CC3 Control Rig Adjustments\n\nRevised the UE5 Manny, Metahuman and CC3 control rig. Made the legs a little poppier by lengthening their vectors slightly. Added a new soft IK on the arms from Jeremie.Passerin: https://dev.epicgames.com/community/learning/tutorials/y4Ll/unreal-engine-control-rig-5-3-soft-ik\nAdded a Zero Hand Offset Bool in the player pawn that will only use the angle of the hands when calibrating. This seems to work better in all my tests, and has become the default.\nAdded a new hand offset adjustment in the MMVR_EditorWidget under Tracker Adjustment called Hand Rotation Offset. If you click on the arrow buttons are start rotating your wrist back and forth WITHOUT moving your hand location in space, the system will average the offset of all the captured points and move your IK goal to the middle, meaning rotating your hand should not displace your hand IK goal as much.\n\nRevised the Spectator camera public variables ordering and names. Added a bool and IP address so that the camera can be controlled via OSC.\n\nMade better thumb movement on the CR Simple hand control (splay and perpendicular should more accurately with stretch sense gloves.)","shortMessageHtmlLink":"UE5.3.2 - CC3 Control Rig Adjustments"}},{"before":"9134d3338308b349528c6fbdf16ec2a739959d9c","after":"8c736daf545c8be549d3d11a89be3ca2310a4b6f","ref":"refs/heads/main","pushedAt":"2024-05-04T21:39:39.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Megasteakman","name":"Megasteakman","path":"/Megasteakman","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/60146712?s=80&v=4"},"commit":{"message":"UE5.3.2 - IK Retargeting and Light Rig Revision\n\nThe UE5 anim bp got unlinked from the Retargeting mesh in the player pawn, which broke motion on IK retargeting. Re-added the asset and everything works fine.\n\nRevised the UE5 Manny control rig spine so it has a better bend in the lower back.\n\nReplaced 'find pie worlds' in the main MMVR editor utility with a function that will find the currently open world in either play mode or in standard editor.\n\nFixed up some errors in light rig (some nodes were straight up disconnected moving from 5.2 to 5.3).","shortMessageHtmlLink":"UE5.3.2 - IK Retargeting and Light Rig Revision"}},{"before":"f9e5100da967d143c4000c565de668ead75f471e","after":"9134d3338308b349528c6fbdf16ec2a739959d9c","ref":"refs/heads/main","pushedAt":"2024-04-28T18:27:44.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Megasteakman","name":"Megasteakman","path":"/Megasteakman","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/60146712?s=80&v=4"},"commit":{"message":"UE5.3.2 - 5.3 Project Clean Up\n\nFull deprecated the OpenXR tracking mode: motion controllers in the player pawn were causing a crash in 5.3 so I removed them from the system. I hope to add them back in 5.4 if the crashing stops.\n\nNoticed strange finger bending on cc3 characters and ue4 characters, so I set up a new simple control rig for hand movement.\n\nRevised the metahuman face bp to work better with metahuman animator using an hmc: the head will get all position and rotation data from the underlying body pose.\n\nProp attaches itself to a scene locator if present.\n\nFixed the MMVRSpectator tracked camera. Made the reference point attach itself to a scene locator and smooth itself relatively to facilitate moving shots. Added a camera scaling option, which will scale inputs as well as tracker room scale.\n\nTurned off finger collision by default.\n\nRevised yet another finger collision system. This one traces along a finger tips path, and mostly seems to grab objects but sometimes the traces are a little unstable, resulting in misfires.\n\nSlightly lowered the stretch sense curl strength as I noticed the hands became a little too bunched up at max curl.\n\nTried to get the project to build, cleaned up errors but things still aren't building. Will have to try again in the future.","shortMessageHtmlLink":"UE5.3.2 - 5.3 Project Clean Up"}},{"before":"4268ed6c7c1ff3b575273167b0e99527244e3558","after":"f9e5100da967d143c4000c565de668ead75f471e","ref":"refs/heads/main","pushedAt":"2024-04-09T06:06:08.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Megasteakman","name":"Megasteakman","path":"/Megasteakman","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/60146712?s=80&v=4"},"commit":{"message":"UE5.3.2 - Porting to 5.3\n\nFixed a bad node that was causing hard crashes when moving the project from 5.2 to 5.3.\n\nRemoved some signal smoothing nodes from 5.2 that were killing iPhone face data on CC3 and metahuman set ups.\n\nReorganized the project, placing tools that require non essential plugins under MegaMocapVR\\Components\\AddOns.\n\nSo far I've noticed 5.3 seems a little unstable with the project, occasionally causing hard crashes if Unreal Engine isn't launched with the '-XRtrackingonly' flag. Please let me know if you run into any issues and hopefully we can figure out why this release is a bit more intermittent than previous versions.","shortMessageHtmlLink":"UE5.3.2 - Porting to 5.3"}},{"before":null,"after":"4268ed6c7c1ff3b575273167b0e99527244e3558","ref":"refs/heads/UE-5.2.1","pushedAt":"2024-04-08T04:08:57.000Z","pushType":"branch_creation","commitsCount":0,"pusher":{"login":"Megasteakman","name":"Megasteakman","path":"/Megasteakman","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/60146712?s=80&v=4"},"commit":{"message":"UE5.2.1 - Metahuman Face Fix\n\nI noticed that all metahuman head blueprints were being set to 'hybrid' where the head is parented to a specific body joint . 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This was causing a massive bug in the default metahuman set up, so I ensured things only get set to hybrid in the player pawn if using that set up.","shortMessageHtmlLink":"UE5.2.1 - Metahuman Face Fix"}},{"before":"22968c554891a75640aae28de8ce0e60d0c1c93b","after":"f2aaff75e7d04f0ecf82c8970b7a2c65107d4314","ref":"refs/heads/main","pushedAt":"2024-04-04T05:15:37.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Megasteakman","name":"Megasteakman","path":"/Megasteakman","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/60146712?s=80&v=4"},"commit":{"message":"UE5.2.1 - DecouplingAnim\n\nRemoved some references to animation blueprints in various components (was previously casting to some objects).\n\nFixed up the metahuman hybrid system path.\n\nRemoved a node in the CR_FingerRotator that was causing crashing when loading the project into 5.3.","shortMessageHtmlLink":"UE5.2.1 - DecouplingAnim"}},{"before":"ea1c092ff2a26e4a42afa055fcb9f5026a0af606","after":"22968c554891a75640aae28de8ce0e60d0c1c93b","ref":"refs/heads/main","pushedAt":"2024-04-01T09:01:17.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Megasteakman","name":"Megasteakman","path":"/Megasteakman","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/60146712?s=80&v=4"},"commit":{"message":"UE5.2.1 - Revised Foot IK\n\nChanged the player pawn to counterrotate the IK retargeting actor in calibration so that you can change the player pawn's relative rotation to the character.\n\nIncreased sample count on the rect light in the light rig.\n\nCompletely revised the foot IK system, and it should actually lock to world space now, as well as have proper tilt in most environments.\n\nFixed light transition time in the light rig.\n\nmade the Spectator camera focal length more reflective of its defaults in game.\n\nAdded calculate pole vector to several control rigs, as well as a soft IK for just the legs. It might keep the feet a few inches in the air, but will avoid the popping that happens when the IK chain reaches its maximum length.\n\nNearly finished a new finger solver that is in the WIP bin. Unfortunately it seems to break during use in cinematics/animation, but if anyone could get this working it would be great! It possibly could be better suited to runtime/vr applications.","shortMessageHtmlLink":"UE5.2.1 - Revised Foot IK"}},{"before":"b35433cc720ff14e09c4540c02a32da223aafd85","after":"ea1c092ff2a26e4a42afa055fcb9f5026a0af606","ref":"refs/heads/main","pushedAt":"2024-03-02T23:11:51.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Megasteakman","name":"Megasteakman","path":"/Megasteakman","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/60146712?s=80&v=4"},"commit":{"message":"UE5.2.1 - Collapsible UI\n\nRevised the MMVR Editor Utility Widget to have collapsible subcategories, which will allow more useful features and better organization.\n\nInside the MMVR Editor Utility Widget is the 'Tracker Adjustment' field, which shows your tracker layout at a glance, and allows loading and saving a preset to your player pawn. Clicking the buttons when in actor mode will freeze that goal for an alotted time, allowing you to move individual parts into better alignment.\n\nRevised the hand IK rig used with leap motion to get more shoulder motion and to fix a twisting issue I noticed on the left upper arm.\n\nFixed up some errors in the light rig where the 'arrow' component (the base of all the lights) wasn't moving to the midpoint of the actor when not in play mode. Now the light rig should act more similar across play mode and when using the editor outside of play mode.\n\nMade the light rig editor a vertical arrangement, which should make it easier to work on cutscenes while having the editor utility open.","shortMessageHtmlLink":"UE5.2.1 - Collapsible UI"}},{"before":"1b7729ca5e8afa2f798da92754dcd88b184f5030","after":"b35433cc720ff14e09c4540c02a32da223aafd85","ref":"refs/heads/main","pushedAt":"2024-02-25T01:17:43.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Megasteakman","name":"Megasteakman","path":"/Megasteakman","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/60146712?s=80&v=4"},"commit":{"message":"UE5.2.1 - Auto Finger IK\n\nAdded an Auto Finger IK control rig to the UE5, UE4, CC3 and Metahuman Animation Blueprints. The system will sphere trace along the end finger joints path until it hits an object with visibility. Unfortunately in my tests this doesn't work with static meshes parented to your character's body inside a blueprint, but does work with objects attached to you character via sequencer. The Mocap Actor Component controls the Finger IK mode: 0 is off, 1 applies only after animation (not live if you are mocapping) and 2 applies the system after IK (live).\n\nFound a way to get the light rig editor to not stop updating the viewport when it's interacted with. This should make using it a lot better, although has introduced some bugs.\n\nGeneral light rig usability increases: best feature is if you are working on a cut scene and the light rig editor is open/active in your user interface, the light rig will snap to the camera cuts master camera when using sequencer.\n\nFound the UE5 control rig gave some weird issues in the chest, so added an FBIK node and smoothed the spine slightly with a spline.\n\nFixed a bug where you couldn't change the focal length on the specator camera when the player pawn wasn't present. Now the spectator cam should be usable without a player pawn.\n\nThe CC3Plus skeleton seemed to have corrupted, so I updated all my Real Illusion plugins and reimported a base character in the project and replaced the existing CC3 skeleton with the new one. This should allow CC3 characters to be imported again using the skeleton in the project.","shortMessageHtmlLink":"UE5.2.1 - Auto Finger IK"}},{"before":"50d1fea30c6de5987b6d7537254d5945b35cd650","after":"1b7729ca5e8afa2f798da92754dcd88b184f5030","ref":"refs/heads/main","pushedAt":"2023-12-20T00:58:43.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Megasteakman","name":"Megasteakman","path":"/Megasteakman","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/60146712?s=80&v=4"},"commit":{"message":"UE5.2.1 - Return of the Unknown Actor Profile\n\nI got the Unknown Actor Type working again. To use it, duplicate the MMVR_Unknown_AnimBP asset and retarget it to whatever skeleton you want to control. Set up the actor in the typical MMVR fashion, and in the Mocap Actor Component, make sure to chose the profile 'Unknown.' It would also be helpful to fill out any of the bone names that you want to have be the IK goals in the Actor Profile Bone Names Struct. When Calibrating, the system will find the closest active tracker to your predetermined bone names, and when no information is provided, the system will create IK goals to the closest valid bone to each remaining tracker.\n\nChanged each IK retargeter to use IK on the feet goals. If you want to prevent foot sliding, select the feet goals in the chain mapping details panel and change 'Blend To Source' to 1.\n\nAdded some text renderers that follow each tracker around during calibration to give insight into which tracker is controlling which VR device.","shortMessageHtmlLink":"UE5.2.1 - Return of the Unknown Actor Profile"}},{"before":"85bbb96f269865752d91564620e660e68eb531e1","after":"50d1fea30c6de5987b6d7537254d5945b35cd650","ref":"refs/heads/main","pushedAt":"2023-12-05T03:18:48.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Megasteakman","name":"Megasteakman","path":"/Megasteakman","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/60146712?s=80&v=4"},"commit":{"message":"UE5.2.1 - Look At IK / Anim Slot System\n\nChanged the Mocap Actor component to find a character with the right socket names AND now check if there is a parent that also has the same bone names. This will allow modular character set ups with child meshes to work with the system.\n\nFixed a bug on the Spectator Camera that was throwing up errors on the movement actor.\n\nMade the 'create external camera' button the Spectator camera delete the old camera, which should make creating cameras for cutscenes faster.\n\nFixed the UE4 Manny control rig to preserve scaling.\n\nAdded a button for Reseting Root Location that will move the character root to your current center of gravity.\n\nAdded a tilt to the movement actor rig based on your speed and direction.\n\nRevised the slot system to include 'face', 'hand_l' and 'hand_r.' If using these in sequencer, make sure that your clip doesn't have 'Force Custom Mode' enabled under the clip preferences.\n\nMoved the Xbox Controller inputs into the Spectator Camera. This will allow users to use the spectator camera without needed the MMVR player pawn in the scene as well.\n\nAdded a button for foot IK and Look at IK. Both buttons will look through the currently open Level Sequence to find an actor with a MMVR_MocapActor_Component with a player ID that matches the Editor Utility Widget's Player Int. Foot IK will force the skeleton to update in editor, and should conform the feet closer to the ground. Look at IK will spawn in a BP_LookAtTarget if one doesn't exist already in the scene. The best way to use both modes would be to bake this animation to your rig if it is causing favourable results. Look at doesn't work with Metahumans because nothing I do can make this work. Sorry. Wish I had some help on this one.","shortMessageHtmlLink":"UE5.2.1 - Look At IK / Anim Slot System"}},{"before":"1223407e3a410e0f922f985bd7dc8e9dcc3b3377","after":"85bbb96f269865752d91564620e660e68eb531e1","ref":"refs/heads/main","pushedAt":"2023-11-07T07:06:07.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Megasteakman","name":"Megasteakman","path":"/Megasteakman","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/60146712?s=80&v=4"},"commit":{"message":"UE5.2.1 - Control Rig Spine/Backwards Solve Revision\n\nRevamped all the control rigs to have a new, more accurate spine spline, twist bone functions, shoulder control, and better baking into a backwards solve.\n\nFound an option in the anim bp for each character that allows Control Rigs to be initialized on a per mesh basis, so people will no longer have to reset each control rig with the preview mesh of whatever character they are controlling.\n\nMade the player scale up slightly when entering Calibration mode to make up for how the head bone on a character is often shorter than where the player's head tracker will be,\n\nMade it so that tracker meshes spawn when hand controllers aren't present.\n\nTweaked settings on the stretch sense data remapping.","shortMessageHtmlLink":"UE5.2.1 - Control Rig Spine/Backwards Solve Revision"}},{"before":"7730f3c489f2022576fbfc4bb304568ffa031da2","after":"1223407e3a410e0f922f985bd7dc8e9dcc3b3377","ref":"refs/heads/main","pushedAt":"2023-10-19T07:37:47.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Megasteakman","name":"Megasteakman","path":"/Megasteakman","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/60146712?s=80&v=4"},"commit":{"message":"UE5.2.1 - Stretch Sense Hot Fix\n\nFixed up some missing assets that were referencing some old bps that were outside the MMVR folder.\n\nChanged the hand control rig so the thumb can be splayed more. Also, decreased the smoothing on splays.\n\nDeleted an old duplicate control rig for cleaning up Metahumans.","shortMessageHtmlLink":"UE5.2.1 - Stretch Sense Hot Fix"}},{"before":"1ef997989536461e6b20fd580b6e6ffc461bd548","after":"7730f3c489f2022576fbfc4bb304568ffa031da2","ref":"refs/heads/main","pushedAt":"2023-10-09T02:07:02.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Megasteakman","name":"Megasteakman","path":"/Megasteakman","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/60146712?s=80&v=4"},"commit":{"message":"UE5.2.1 - Stretch Sense Hand Tracking\n\nReworked the SteamVR hands BPs to instead support Stretch Sense finger tracking. I am averaging some finger curls, and am not fully using the thumb flexion, but the early implementation doesn't look bad! If you install the stretch sense plugin, run hand engine and add it to live link, choosing 'stretch sense' under the player pawn's hand tracking method will allow you to use the data on your characters.\n\nFixed a bug where ultra leap tracking would spawn on the wrong actor when ik retargeting, resulting in strange hand positioning.\n\nFixed a bug with the tracker controlled flycam on the spectator camera that prevented it from moving/rotating properly.\n\nMade the new movement actor set up move the trackers down slightly when moving fast, which should avoid knee popping in the movements and look a little more natural.\n\nAdded a debugging button to the MMVR editor utility widget so that the IK retargeting skeleton's visibility can be toggled.","shortMessageHtmlLink":"UE5.2.1 - Stretch Sense Hand Tracking"}},{"before":"bdb5df3efc9fe31ecfdbeea91faebf92400f93ae","after":"a8cb56d48f839017651e3e950e1a0bf89a74d4a8","ref":"refs/heads/UE-5.1.1","pushedAt":"2023-10-02T15:09:55.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Megasteakman","name":"Megasteakman","path":"/Megasteakman","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/60146712?s=80&v=4"},"commit":{"message":"UE5.1.1 - Spectator Cam Tracking Fix\n\nSomehow, some nodes in the Spectator Camera Begin Play got disconnected, and vive trackers stopped updating the camera. Reconnected and everything works again.","shortMessageHtmlLink":"UE5.1.1 - Spectator Cam Tracking Fix"}},{"before":"bdb5df3efc9fe31ecfdbeea91faebf92400f93ae","after":"1ef997989536461e6b20fd580b6e6ffc461bd548","ref":"refs/heads/main","pushedAt":"2023-09-24T00:25:55.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Megasteakman","name":"Megasteakman","path":"/Megasteakman","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/60146712?s=80&v=4"},"commit":{"message":"UE5.2.1 - Upgrading to UE 5.2\n\nMy apologies for the delay on this update. As many of you know, SteamVR has been deprecated, which has caused a lot of problems for this project. From this release forward, we will be using the OpenXR plugin. If you want tracking to happen in any non-VR game mode, you will have to do either of the following:\n\n1. Launch the engine with the command:\n-XRtracking only\nhttps://www.youtube.com/watch?v=GKsPjufVPwg\n\n2. Utilize the MMVR_OSC or Brekel_OSC tracking methods. This will accept tracking information either from another instance of MMVR running in editor or from Brekel OpenXR recorder.\n\nNOTE: I have found that putting a Mappable Input Config in the OpenXR Input under Project Settings will completely wreck what trackers will show up. For this reason, I would recommend using the old input system, where you can import a .ini file into your Project Settings/Input.\n\nAs a result of SteamVR being deprecated, I removed any nodes that utilitzed this framework. Unfortunately, this means we can no longer access skeletal hand data from the Valve Index controllers. The new default for finger curls is the InputDriven method, which similarly looks at button presses on the controller to animate the hands.\n\nThe CC3 body solver seemed messed up after migrating, so I redid that set up. It should have nicer shoulder movements now.\n\nAdded a touchpad touch events to player pawn and MMVR OSC transmitters/receivers.\n\nI tested all the set ups in the system, but seeing as there are a lot of features please let me know if you encounter any bugs!","shortMessageHtmlLink":"UE5.2.1 - Upgrading to UE 5.2"}},{"before":null,"after":"bdb5df3efc9fe31ecfdbeea91faebf92400f93ae","ref":"refs/heads/UE-5.1.1","pushedAt":"2023-09-24T00:23:34.000Z","pushType":"branch_creation","commitsCount":0,"pusher":{"login":"Megasteakman","name":"Megasteakman","path":"/Megasteakman","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/60146712?s=80&v=4"},"commit":{"message":"Merge branch 'main' of https://github.com/Megasteakman/MegaMocapVR","shortMessageHtmlLink":"Merge branch 'main' of https://github.com/Megasteakman/MegaMocapVR"}},{"before":"9dfe1ffa1b2f9716e5c515d144e21c491a845c36","after":"bdb5df3efc9fe31ecfdbeea91faebf92400f93ae","ref":"refs/heads/main","pushedAt":"2023-09-09T23:57:26.000Z","pushType":"push","commitsCount":2,"pusher":{"login":"Megasteakman","name":"Megasteakman","path":"/Megasteakman","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/60146712?s=80&v=4"},"commit":{"message":"Merge branch 'main' of https://github.com/Megasteakman/MegaMocapVR","shortMessageHtmlLink":"Merge branch 'main' of https://github.com/Megasteakman/MegaMocapVR"}},{"before":"134dd92a4c191de565b5330816e7a8c7de5e4d18","after":"9dfe1ffa1b2f9716e5c515d144e21c491a845c36","ref":"refs/heads/main","pushedAt":"2023-08-31T15:15:44.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Megasteakman","name":"Megasteakman","path":"/Megasteakman","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/60146712?s=80&v=4"},"commit":{"message":"Update README.md","shortMessageHtmlLink":"Update README.md"}},{"before":"2b0c7782640b67b07f3866c7c96dd2afa4126f16","after":"134dd92a4c191de565b5330816e7a8c7de5e4d18","ref":"refs/heads/main","pushedAt":"2023-08-26T23:58:45.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Megasteakman","name":"Megasteakman","path":"/Megasteakman","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/60146712?s=80&v=4"},"commit":{"message":"UE5.1.1 - Movement Actor Rig\n\nAdded a new MovementActorRig, which is meant to replace the BP_MovementActor. This rig will get spawned in if the mocap actor component is inside a character blueprint, so you can create your own character logic/have a cleaner set up for gameplay or recording. I have replaced the movement actor in the MMVR_MovementActorExample level so you can see the new set up, and how it works with the IK foot system.\n\nNoticed a problem with upper body mode, and revised all the control rigs to default to their original bone positions if set to upper body mode. In testing, I couldn't get default slot/a sequence to combine with the upper body mode: this might need more branching with a blend by bone node in the future.\n\nChanged the way footstep detection works, so it should read and send events even when the character isn't being controlled by a player pawn.\n\nAdded a save slot for your player forward offset, so the system will load your forward vector in relation to your pelvis tracker.\n\nCreated an event and debugging button in the Editor Widget for toggling the player pawn visibility.\n\nAdded some more camera shake presets for the system.","shortMessageHtmlLink":"UE5.1.1 - Movement Actor Rig"}},{"before":"d2590cc74432aac52df850fd94938b007c0eeb1b","after":"2b0c7782640b67b07f3866c7c96dd2afa4126f16","ref":"refs/heads/main","pushedAt":"2023-08-05T05:25:27.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Megasteakman","name":"Megasteakman","path":"/Megasteakman","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/60146712?s=80&v=4"},"commit":{"message":"UE5.1.1 - Ultra Leap and Foot IK\n\nAdded a hand tracking enum on the player pawn that can enable the use of an Ultra Leap hand tracking device. Changing the enum away from default will override the hand capture method. Choosing Ultra Leap will spawn in a blueprint that represents the tracking origin for the device, and will attach itself to the chest of the mocap actor target. You can add this blueprint to your character bluepritn and attach it to any part of your skeletal mesh and this will act as an override location and attachment point, so you can set-up desk, screen top and HMD orientations for the device.\n\nAdded a bool on the mocap actor component to allow for Foot IK. This will try to position the character feet on the ground and offset the pelvis to match, and will attempt to orient the characters feet to the slope of the ground, however this does not work super predictably (at certain foot orientations, there is a snap when the foot rotates on the XY plane. Any help here would be greatly appreciated!\n\nSet up new foot and hand IK control rig to assist with these features, and added them to every animbp except for IK retargeting just before the final output pose so that they could possibly be used in cinematics.\n\nCleaned up some of the being play in BP Player pawn.\n\nTested all skeletons and cleaned the project.","shortMessageHtmlLink":"UE5.1.1 - Ultra Leap and Foot IK"}},{"before":"b487849dc0888714d7b1002d381e196856576999","after":"d2590cc74432aac52df850fd94938b007c0eeb1b","ref":"refs/heads/main","pushedAt":"2023-06-24T23:44:56.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Megasteakman","name":"Megasteakman","path":"/Megasteakman","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/60146712?s=80&v=4"},"commit":{"message":"UE5.1.1 - Light Rig Tweaks\n\nI made the light rig better. It works when not in play mode and has a new aura system that will tell you what light you are modifying.","shortMessageHtmlLink":"UE5.1.1 - Light Rig Tweaks"}},{"before":"e2a38e77766b596baad18e1175eacdff26d672d5","after":"b487849dc0888714d7b1002d381e196856576999","ref":"refs/heads/main","pushedAt":"2023-06-23T07:06:19.000Z","pushType":"push","commitsCount":2,"pusher":{"login":"Megasteakman","name":"Megasteakman","path":"/Megasteakman","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/60146712?s=80&v=4"},"commit":{"message":"Merge branch 'main' of https://github.com/Megasteakman/MegaMocapVR","shortMessageHtmlLink":"Merge branch 'main' of https://github.com/Megasteakman/MegaMocapVR"}},{"before":"79ad75814f972bb500d35a0a5b20921f0f4f9f6d","after":"e2a38e77766b596baad18e1175eacdff26d672d5","ref":"refs/heads/main","pushedAt":"2023-06-07T14:52:30.114Z","pushType":"push","commitsCount":1,"pusher":{"login":"Megasteakman","name":"Megasteakman","path":"/Megasteakman","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/60146712?s=80&v=4"},"commit":{"message":"Update README.md","shortMessageHtmlLink":"Update README.md"}},{"before":"f7a30f51a664be0d5fa7aa7238d7b1e8f1cc19d9","after":"79ad75814f972bb500d35a0a5b20921f0f4f9f6d","ref":"refs/heads/main","pushedAt":"2023-05-30T05:43:12.851Z","pushType":"push","commitsCount":1,"pusher":{"login":"Megasteakman","name":"Megasteakman","path":"/Megasteakman","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/60146712?s=80&v=4"},"commit":{"message":"UE5.1.1 - Mega Mocap VR OSC Mode\n\nSpent a lot of time working on a way to create OSC communication between two different instance of Unreal Engine! To use it:\n\nSet up one version of Unreal Engine 5.1 with SteamVR and Live Link XR, and add the IP address of the computer you want to send OSC messages to (there is also a bool on the player pawn that will add a local IP address if you are running your target instance of Unreal on the same computer.)\n\nOn your second instance of Unreal that will be receiving the data, change the player pawn's tracking method to 'MMVR_OSC' and put in that computer's IP address (or leave blank if you are transmitting data on the same machine). Now, tracking data, vr controller input and even MMVR_Props and MMVR_SpectatorCamera tracking will all be sent over the local network!\n\nI have included a new, barebones OSC Map that should be lighter on your system to run, although you can send the data from any player pawn in any level.\n\nAdded some new debugging tools to the main editor utility widget.\n\nRevised the UE5 manny, Metahuman and CC3 control rigs, and I think I got rid of the arm popping thanks to a tip from Jeroen Pascal. Also, it turned out my secondary weight axis on the basic ik node was set to .25 instead of 1, which was causing rotation errors.","shortMessageHtmlLink":"UE5.1.1 - Mega Mocap VR OSC Mode"}}],"hasNextPage":true,"hasPreviousPage":false,"activityType":"all","actor":null,"timePeriod":"all","sort":"DESC","perPage":30,"cursor":"djE6ks8AAAAEmNsFHAA","startCursor":null,"endCursor":null}},"title":"Activity ยท Megasteakman/MegaMocapVR"}