The fifth version of my "Third Person CPP Neuron" Unreal Engine 4 template is finished and
I have published it for free under the MIT license on Github.
Download: Github Repository
Latest template version: v0.5.0
Latest plugin version: v0.3.0
Changes Template:
- Cleanup of all Animation BP and switch to new NeuronReadArray function which improves the support of custom skeletons.
- Remove old custom bone mapping functions (are now deprecated)
- Add function in Animation BP to remove pelvis drift on ground
- Change project to UE 4.10
- Update to Plugin v0.3.0
Changes v0.3.0 Plugin:
- Add better custom skeleton handling. No need to map bone coordinate systems by hand anymore, just map the bone names in anim and event graph.
- Mark old neuron read functions as deprecated
- Add BVH player rewind node
- NeuronRead functions are now able to read the skeleton translation and rotation in component space
- Compile pre build libraries with UE4.10
- Further comments and minor improvements
Blog of Cyx
Friday, March 25, 2016
Friday, November 13, 2015
Perception Neuron Template v0.4.0 released
The fourth version of my "Third Person CPP Neuron" Unreal Engine 4 template is finished and
I have published it for free under the MIT license on Github.
Download: Github Repository
Latest template version: v0.4.0
Latest plugin version: v0.2.0
Changes Template:
- Network and player controller actors now support manual configuration
of reference skeleton instead using external BVH reference file.
- To have an example how to add custom skeletons,
the Mannequin now uses the new bone map feature of the plugin.
For a "HowTo" please have a look into the Mannequin BP function "Init Bone Map".
- Update to Plugin v0.2.0
Changes v0.2.0 Plugin:
- It is now possible to initialize Reference skeleton manually and
initialization with external BVH reference file is optional.
- Support all rotation orders and add missing XZY, YZX, ZYX rotations
- Better support for custom skeletons:
Bone coordinate system can now be mapped in blueprint.
- Fix a synchronization bug when using Neuron format
- Further comments and minor improvements
I have published it for free under the MIT license on Github.
Download: Github Repository
Latest template version: v0.4.0
Latest plugin version: v0.2.0
Changes Template:
- Network and player controller actors now support manual configuration
of reference skeleton instead using external BVH reference file.
- To have an example how to add custom skeletons,
the Mannequin now uses the new bone map feature of the plugin.
For a "HowTo" please have a look into the Mannequin BP function "Init Bone Map".
- Update to Plugin v0.2.0
Changes v0.2.0 Plugin:
- It is now possible to initialize Reference skeleton manually and
initialization with external BVH reference file is optional.
- Support all rotation orders and add missing XZY, YZX, ZYX rotations
- Better support for custom skeletons:
Bone coordinate system can now be mapped in blueprint.
- Fix a synchronization bug when using Neuron format
- Further comments and minor improvements
Thursday, November 12, 2015
Texture Merge Plugin v0.2.0 released
The second version of my "Texture Merge" Unreal Engine 4 plugin is finished and
I have published it for free under the MIT license on Github.
Many thanks to DarthCoder who gave me the permission to use his code in the plugin.
For further details, please have a look into the Unreal Wiki.
Download: Github Repository
Latest version: v0.2.0
I have published it for free under the MIT license on Github.
Many thanks to DarthCoder who gave me the permission to use his code in the plugin.
For further details, please have a look into the Unreal Wiki.
Download: Github Repository
Latest version: v0.2.0
Tuesday, October 6, 2015
Perception Neuron Template v0.3.0 released
The third version of my "Third Person CPP Neuron" Unreal Engine 4 template is finished and
I have published it for free under the MIT license on Github.
Download: Github Repository
Latest version: v0.3.0
Changes:
- Source code restructure: C++ code is now placed in a plugin to be more project independend.
This plugin can be used in any of your projects and
there is no need to create a C++ project anymore.
The binary plugin version 0.1.0 can be downloaded from here:
https://github.com/Cyx69/TP_ThirdPersonNeuron/releases/download/v0.3.0/Perception_Neuron_Plugin_0.1.0.zip
- Further comments and minor improvements
I have published it for free under the MIT license on Github.
Download: Github Repository
Latest version: v0.3.0
Changes:
- Source code restructure: C++ code is now placed in a plugin to be more project independend.
This plugin can be used in any of your projects and
there is no need to create a C++ project anymore.
The binary plugin version 0.1.0 can be downloaded from here:
https://github.com/Cyx69/TP_ThirdPersonNeuron/releases/download/v0.3.0/Perception_Neuron_Plugin_0.1.0.zip
- Further comments and minor improvements
Monday, September 28, 2015
Perception Neuron Template v0.2.0 released
The second version of my "Third Person CPP Neuron" Unreal Engine 4 template is finished and
I have published it for free under the MIT license on Github.
Download: Github Repository
Latest version: v0.2.0
Changes:
- Playback Controller added.
Now you can directly play BVH files placed ín your content
folder instead connecting to a BVH server.
See new Blueprint nodes Play and Pause.
To have an example Neuron character is now connected
to a player controller instead to a network controller.
In other words: You can now play your recorded Neuron BVH animation files in Unreal.
And you can also play animations created by other tools
if the skeleton matches the reference skeleton (see axis.bvh file).
- Neuron and TPP_Hero are now part of a character blueprint (To have an example for that)
- Hips bone of TPP_Hero mesh is used to translate complete actor (capsule).
Actor rotation is still a problem and is not connected.
- Add support for standard BVH format
- Add support for disabled displacement and/or enabled reference bone in motion line
- Add DNS name support
- Add Blender source file for Neuron character
- Further comments and minor improvements
I have published it for free under the MIT license on Github.
Download: Github Repository
Latest version: v0.2.0
Changes:
- Playback Controller added.
Now you can directly play BVH files placed ín your content
folder instead connecting to a BVH server.
See new Blueprint nodes Play and Pause.
To have an example Neuron character is now connected
to a player controller instead to a network controller.
In other words: You can now play your recorded Neuron BVH animation files in Unreal.
And you can also play animations created by other tools
if the skeleton matches the reference skeleton (see axis.bvh file).
- Neuron and TPP_Hero are now part of a character blueprint (To have an example for that)
- Hips bone of TPP_Hero mesh is used to translate complete actor (capsule).
Actor rotation is still a problem and is not connected.
- Add support for standard BVH format
- Add support for disabled displacement and/or enabled reference bone in motion line
- Add DNS name support
- Add Blender source file for Neuron character
- Further comments and minor improvements
Thursday, September 24, 2015
Minimal BVH send server v0.1.0 released
The minimal BVH Send server reads in a BVH motion file,
opens a listening TCP socket and
sends each motion line to the connected clients.
The delay between the motion lines can be configured or is read from the BVH file.
If all motion lines have been sent the server loops back to the first one.
Download: Github Repository
Latest version: v0.1.0
Changes:
v0.1.0: Initial version
Installation Notes:
Download the archive from above link
and unpack the file to a folder you want.
Configuration:
Following command line options are available:
bvhsend <port> <frametime> <format> <bvhfile>
For e.g. bvhsend 7001 10000 0 test.bvh
With:
port: TCP port number.
frametime: Delay between each motion line in microseconds.
Set to 0 if frame time from BVH file should be used.
format: 0 = Just send complete line as it is in BVH file.
1 = Use Axis Neuron format.
bvhfile: Name and path of BVH file to be sent.
opens a listening TCP socket and
sends each motion line to the connected clients.
The delay between the motion lines can be configured or is read from the BVH file.
If all motion lines have been sent the server loops back to the first one.
Download: Github Repository
Latest version: v0.1.0
Changes:
v0.1.0: Initial version
Installation Notes:
Download the archive from above link
and unpack the file to a folder you want.
Configuration:
Following command line options are available:
bvhsend <port> <frametime> <format> <bvhfile>
For e.g. bvhsend 7001 10000 0 test.bvh
With:
port: TCP port number.
frametime: Delay between each motion line in microseconds.
Set to 0 if frame time from BVH file should be used.
format: 0 = Just send complete line as it is in BVH file.
1 = Use Axis Neuron format.
bvhfile: Name and path of BVH file to be sent.
Tuesday, September 22, 2015
Perception Neuron Template v0.1.0 released
The first version of my "Third Person CPP Neuron" Unreal Engine 4 template is finished and
I have published it for free under the MIT license on Github.
Perception Neuron (TM) is a motion capture suit from Noitom financed by a
Kickstarter campaign last year.
Further details about the suit here: https://neuronmocap.com
Please use this thread to discuss the technical details about this template:
Unreal Forum Thread
Download: Github Repository
Latest version: v0.1.0
Changes:
v0.1.0: Initial version
Videos:
Live connection between Perception Axis Player and Unreal Engine 4 (Part 2)
Live connection between Perception Axis Player and Unreal Engine 4
Quick Installation Notes:
- Download the template from above link
- Unpack the ZIP archive to your UE4 template folder, for e.g.
"C:\Program Files\Unreal Engine\4.9\Templates\TP_ThirdPersonNeuron".
Make sure that the project files are placed and visible under
"...\Templates\TP_ThirdPersonNeuron" after unzip.
- Launch Unreal Editor and click on "New project".
- Under C++ you should now see a template called "TP Neuron".
- Create a new project with the above template selected.
Requirements:
- Unreal Engine 4.9.1 or higher
- MS Visual Studio 2013
- Axis Neuron SW Player (Free version is available here: https://neuronmocap.com/downloads)
Configuration:
To connect from the template to the Axis Neuron SW following settings should be done in the Axis Neuron SW:
- Open File|Settings dialog
- Activate under Broadcasting BVH and choose port 7001
- Configure under Output Format:
* Frequency reducing: 1
* Block type: String
* Rotation: YXZ
* Activate 'Displacement'
* Deactivate 'Reference'
Per default the template connects to 'localhost' (127.0.0.1) and to port 7001.
You can change these settings in the Controller Blueprint if you want to use a separate PC or other ports.
And you can add further controllers if you want to retrieve motion data from further suits or BVH server.
I have published it for free under the MIT license on Github.
Perception Neuron (TM) is a motion capture suit from Noitom financed by a
Kickstarter campaign last year.
Further details about the suit here: https://neuronmocap.com
Please use this thread to discuss the technical details about this template:
Unreal Forum Thread
Download: Github Repository
Latest version: v0.1.0
Changes:
v0.1.0: Initial version
Videos:
Live connection between Perception Axis Player and Unreal Engine 4 (Part 2)
Live connection between Perception Axis Player and Unreal Engine 4
Quick Installation Notes:
- Download the template from above link
- Unpack the ZIP archive to your UE4 template folder, for e.g.
"C:\Program Files\Unreal Engine\4.9\Templates\TP_ThirdPersonNeuron".
Make sure that the project files are placed and visible under
"...\Templates\TP_ThirdPersonNeuron" after unzip.
- Launch Unreal Editor and click on "New project".
- Under C++ you should now see a template called "TP Neuron".
- Create a new project with the above template selected.
Requirements:
- Unreal Engine 4.9.1 or higher
- MS Visual Studio 2013
- Axis Neuron SW Player (Free version is available here: https://neuronmocap.com/downloads)
Configuration:
To connect from the template to the Axis Neuron SW following settings should be done in the Axis Neuron SW:
- Open File|Settings dialog
- Activate under Broadcasting BVH and choose port 7001
- Configure under Output Format:
* Frequency reducing: 1
* Block type: String
* Rotation: YXZ
* Activate 'Displacement'
* Deactivate 'Reference'
Per default the template connects to 'localhost' (127.0.0.1) and to port 7001.
You can change these settings in the Controller Blueprint if you want to use a separate PC or other ports.
And you can add further controllers if you want to retrieve motion data from further suits or BVH server.
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