Here a second video from a newer template version that shows the live connection between Noitoms Perception Axis Neuron SW and Unreal Engine 4:
https://www.youtube.com/watch?v=AzWr83AEHQk
Changes in template since last video:
- Added preliminary support for the standard UE4 TPP_Hero and Mannequin skeletons
- Added ability to connect to several Axis Neuron Player instances at the same time.
Just add a new controller actor to your level and configure the
additional IP address and/or TCP port.
Multiple characters can use the same controller or different ones
(It's freely configurable and has no limit).
- Template uses now actual Unreal Engine Version 4.9.1
- Several code cleanup and beautification
Monday, September 21, 2015
Saturday, March 21, 2015
Saturday, February 7, 2015
Live connection between Perception Axis Player and Unreal Engine 4
Here is a first video that shows a live connection between Noitoms Perception Axis Player and Unreal Engine 4:
http://youtu.be/47bWEpQupUo
How it is done:
- UE4 connects over a local TCP connection to the Axis player and retrieves the raw ASCII BVH data
- Each tick one motion line is parsed and locally stored
- The stored rotation and transition data is then recalculated to map between the different coordinate systems and rotation orders.
- The animation graph reads this information and replaces the rotation and transition for each bone.
Most of the code is programmed in C++, especially for the connection processing and the data recalculation.
But there is also some blueprint code to start the connection and to pump the animation data into the skeleton.
Tools that I used:
- Unreal Engine 4.5
- Perception Axis Player 2.0 Beta
- Microsoft Visual Studio 2013
- Blender 2.72
- Makehuman 1.02
I want to thank Noitom for providing the perception axis player beta version and the BVH data to us bakers.
If you have missed the last years Kickstarter campaign for the Perception Neuron motion capture suit you can preorder it here:
http://perceptionmocap.com/pre-order.html
http://youtu.be/47bWEpQupUo
How it is done:
- UE4 connects over a local TCP connection to the Axis player and retrieves the raw ASCII BVH data
- Each tick one motion line is parsed and locally stored
- The stored rotation and transition data is then recalculated to map between the different coordinate systems and rotation orders.
- The animation graph reads this information and replaces the rotation and transition for each bone.
Most of the code is programmed in C++, especially for the connection processing and the data recalculation.
But there is also some blueprint code to start the connection and to pump the animation data into the skeleton.
Tools that I used:
- Unreal Engine 4.5
- Perception Axis Player 2.0 Beta
- Microsoft Visual Studio 2013
- Blender 2.72
- Makehuman 1.02
I want to thank Noitom for providing the perception axis player beta version and the BVH data to us bakers.
If you have missed the last years Kickstarter campaign for the Perception Neuron motion capture suit you can preorder it here:
http://perceptionmocap.com/pre-order.html
Thursday, January 1, 2015
BVHacker patched for Perception Neuron BVH files
Some BVH files have very long motion lines (like the ones created by Perception Neuron).
To be able to load them into BVHacker, I have patched the tool and posted a new executable here in the release folder on Github.
Please have also a look to the original BVHacker website created by davedub.
Thank you davedub for creating such an awesome tool!
To be able to load them into BVHacker, I have patched the tool and posted a new executable here in the release folder on Github.
Please have also a look to the original BVHacker website created by davedub.
Thank you davedub for creating such an awesome tool!
Blood Mine v0.1 released
I have just released my new VR tech experience on my separate blog:
bloodminevr.blogspot.de.
Update 06.January.2015:
Oculus Share just accepted the tech demo and published it here: share.oculus.com/app/blood-mine
Update 06.January.2015:
Oculus Share just accepted the tech demo and published it here: share.oculus.com/app/blood-mine
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