Hi… I like using Rebocap.
But when I use it in Unreal it often crashes.
Is there any relation to the image I attached below?
Even though I have disabled LiveLink Rebocap in Upreal, but in the Rebocap application it seems like the Skeleton is still updating from Unreal. (See the red box)
And in the Skeleton Import section (See the green box), even though I have Reset and the button has been turned off, it will turn back on again. But this only makes the Skeleton Character in Rebocap look strange (See the yellow box). but it doesn’t matter in the Unreal live preview itself.
The main problem is that it often crashes.
And on the Application & Device side, I think Rebocap is pretty good.
And I use Unreal for Animation purposes.
I want to combine Rebocap with Quest Pro VR which has Face & Hand Tracking features in Unreal, and so far I have successfully applied it to the characters I created myself.
At first I thought it was because there was a problem with my Blueprints. But even though I only use Rebocap in Unreal, the Crash problem often occurs.
I was chatting with some players who frequently use Unreal, and they mentioned they use the VRM4U plugin, which seems to connect via VMC communication.
I think it can be used as an alternative plugin.
I have a suggestion: Rebocap can output to SteamVR and simulate the controller positions of Vive Trackers. I think this would be more convenient for now when used in sync with Quest Pro. Then, you can transmit the controller positions to Unreal Engine via SteamVR.
The UE crash is caused by a software bug (in previous versions, disabling the shoulder linkage could resolve the crash issue). We have just released the latest software (a few minutes ago), and there are many updates. You can check the update log. If you encounter any issues with the new version, feel free to ask at any time!
Regarding the skeleton issue, currently, the bones in the UE plugin are automatically registered. The problem may be due to not binding the hands or having issues with hand binding, which leads to problems in skeleton calculation. Alternatively, it could be because the bound bones do not include the forearms, causing the skeleton registered in rebocap to make the hands look very small.
@rebocap_official :
Hi… Thanks for your response, I have installed the latest plugin. It seems more stable… And the bone display problem in the viewport seems to be better.
But the blue notification to calibrate like the image above still appears, especially when I open my ‘file.AnimBlueprint’. Even though my cursor just passes over the ‘File.AnimBlueprint’, it seems like it tries to automatically update my body movement.
The more I move, the more notifications appear, and usually crashes.
Even though I have tried to turn off and delete the LiveLink, it still appears, it seems like it runs itself in the background.
And where can I find the node below, because I have tried to search for it but can’t find it.
Oh, I have another question, how can I make the character do a scene like climbing stairs, or objects like chairs or tables, but the position of the feet is still above according to the level?
Because when I tried the scene, my feet in the Viewport went back down to the ground floor. Even though the real position of my feet was actually standing on the chair. Any suggestions?
Because the current sensors do not have absolute spatial positioning, the way to avoid falling to the ground at this stage is to use a VR headset. The VR headset’s positioning helps achieve this effect.
As for climbing stairs, it is theoretically supported. However, as @tdk0014
has mentioned earlier, without absolute positioning, it can easily lead to changes in the character’s ground plane when going up and down stairs. This is also greatly related to the wearables themselves. Therefore, the majority of inertia motion capture does not support climbing stairs. If optical motion capture is integrated in the future, it will become a relatively simple matter.
The lastest plugin should have that node, just search rebocap after you right click on the blueprint scene.
You can search the plugin you have download, if no file contains blueprint, you may not download the latest plugin, may be blocked by the cdn cache, you can try latter or download diffrent prebuild version and compile the plugin on your own (you have to make sure visual studio 2022 has been installed for compiling on your own).
@rebocap_official :
Wow! Error problem has been solved!
The error never happened again after installing the latest version.
Just a little bug, when closing Unreal there is an error message that appears. But it doesn’t affect the project.
And for the weird bone preview in the Rebocap viewport, this is just because of my mistake in remapping the bone in Unreal.
Thank You!
@tdk0014 :
It seems like there is a bone that needs to be parented to the VR Headset.
I still haven’t found a way to apply it to my own character in Unreal, I’m still trying to figure it out.
Hopefully I can find a solution.