Jump to content
 

EnterRealityVR

Verified Members
  • Content Count

    36
  • Joined

  • Last visited

Community Reputation

3 Neutral

1 Follower

About EnterRealityVR

  • Rank
    Explorer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Hi all, In this video you can see the realtime motion capture data smoothing that allows the user to choose the degree of smoothing while recording motion capture. This feature is intended to smooth out data while recording fast movements ( like fighting and fast gestures ), so that the animation curve will require less cleanup after the mocap has been recorded. Rigel - Features Highlight - Realtime Motion Capture Data Smoothing
  2. Hi all, In this video we're showing some of the advanced features for Rigel, our All in One Full Body Motion Capture Solution using Vive Trackers. We're showing how fast and easy the calibration process is, and how Rigel is able to retarget in realtime the animation data from the Vive Trackers to characters with different body size. Rigel - Features Highlight The Full Body Motion Capture Solution is set for release at the end of June, and a demo will be available in short time. If you want to read more about the entire setup, here is a FAQ page. Regards, Nicolas Esposito
  3. Thanks for the reply. The idea for me would be to have the possibility to extend the tracking area using a backpack PC ( tested with the Vive Pro and MSI One, works perfectly ), to walk around and interact with the environment, possibly having a Full Body IK character driven by a realtime character using Vive Trackers. So this is something that Valve, needs to take care of I guess.
  4. Hi all, I'm creating an interactive movie-like experience using the Vive Pro and mocap gear using the Vive Trackers. As soon as the Lighthouse 2.0 will be again available on steam, I'm planning to buy 14 of them, since I would like to extend the tracking area as much as possible, in theory to 40x10 meters. Is this something that is still possible to do in SteamVR, or is just an experimental feature that might be removed without warning on a future steamvr update? Regards, Nicolas
  5. I recently added a "Downloads" page on my website, in order for potential customers to try the Full Body VR solution I created, for both Full Body Motion Capture and Advanced Interactivity, using IKinema Orion + Noitom Hi5 VR Gloves.The Full Body Interactivity VR solution is mostly used for Virtual Job Training, and allow the user to enhance their presence in VR when performing a task, in addition to gather data while the task is performed ( body posture, performance time, and so on ).Demo DownloadHere you can see some GIFs of the interaction system:GrabPinchMenuMovementFeel free to download them and if have any questions please let me know. Nicolas Esposito www.enter-reality.it
  6. Sorry for the later reply, I haven't checked the forum in a while. Anyway I already solved the drifting caused by the suit, adding a Vive Tracker onto the mocap suit, . No drifting at all, and I guess that the same technique can also be used on Xsens, but the playing are is 10x10meters max, since apparently you can't chain together more then 4 V2.0 base stations ( even if I clearly remember devs chaining together 16 of them ). If you're interested in this setup contact me via DM
  7. Hi all, This is an update for the Perception Neuron Vive Tracker Integration I developed a while ago. Since the IK setup previously used was causing some issues with the orientation setup ( given by SteamVR during the Room Scale setup ), I decided to just use FK data from the suit itself, while the Pelvis is the only joint driven by the Vive Tracker. The setup was created using the Unreal Engine 4.19.2. The video shows also a UMG Menu, and the buttons available allows to tweak/reorient the Pelvis axis forward vector the orientation, also giving the possibility to rotate the character by +/-90° Additionally I also added the possibility to use the Vive Controllers in order to drive the Arms using IK, although currently there the UpVector is not set due to some orientation setup issues, but it'll be solved shortly. The last part of the video also shows the VR setup while wearing the suit, but as of now the setup is very raw and need improvement, but is very cool to see the full body in VR! I also included a playable demo, so if you want to test it you need: - Perception Neuron Motion Capture Suit ( V1 or V2 ) - Vive / Vive Pro ( with controllers ) - One Vive Tracker Note: If you try to use the HMD while wearing the suit, the body will probably have the wrong orientation, and as of now the UMG menu can't be used while in VR, but it'll be available soon. Perception Neuron Vive Tracker Integration Demo Best Regards, Nicolas Esposito www.enter-reality.it
  8. So looks like that the Wireless adapter only supports a 6m range from the source...meaning that the 10x10 meters playable area is not supported ( unless you place the wireless receiver at the center of the room I suppose )...so basically the wireless device can be used with 2 base stations, but if you want to get the full 10x10 meters experience, the wireless device can't be used, correct? Some explanation on that would be great, since I bought the Pro just to use the 10x10 meters setup ( as soon as the base stations 2.0 will be available for separate purchase )
  9. Hi all, I've done a bit of experimenting in order to get better positional tracking for the Perception Neuron Motion Capture Suit, here are the results: Perception Neuron Integration with Vive Tracker - Part 2 Cheers, Nicolas
  10. Hi all, Just a shoutout to MSI VR One owners: Got my Vive Pro from US yesterday, bought the plug adapters ( USA > Europe ), bought a mini display port cable ( link here ), and connected everything. Installation was very quick, and the setup itself with the linkbox is very easy. As soon as I upgraded the HMD and the controllers I got a "Compositor not working" 400 error. Restarted SteamVR, error gone, without unplugging the cables. So no need to wait for an adapter or super-expensive cables in order to use the HDMI port, with the mini display port cable plugged from the linkbox into the mini display port of the MSI VR One, everything works as expected, then you just use the HDMI on the VR One for your monitor and you're good to go :) Cheers Nicolas
  11. I was able to reach MSI support, and it's confirmed that the Vive Pro works with the MSI VR One using a Mini Display Port cable, this has been tested by both MSI and HTC. A new 3-in-1 short cable is currently in production and it will be released likely at the end of August.
  12. I reached MSI support, but they won't be available ( at least in Italy ) for at least a week, so I contacted another department asking for clarifications, so I'll wait for their response. Reading the specification of the MSI VR One I can see that all 3 possible output ( HDMI, Mini Display Port and Type C ) supports 4k@60Hz ( see attached image ), so I guess I'll buy an adapter for also the Type C and see if it works...and let's hope it will
  13. I did some test, basically trying to use the mini display port to see if the Vive works, using the HDMI for the monitor. It turns out that although the Vive is recognized, SteamVR gives me a "Compositor is not available" error 400, so I suspect that the mini display port do not allow the use of the Vive. I will ask directly MSI a clafirication on that and if its possible to solve the issue, mostly because it will make backpacks obsolete if a solution won't be found in short time, since...you know, you can buy the Vive Pro right now and you can't use it for this reason. If you have any news please share them when you can
  14. Any possible additional solution? I have aMSI VR One and I have both a HDMI and Mini-Display port available, but since the Vive is plugged directly inside the HDMI, I suspect that the Mini-Display port is not "plugged directly" into the graphic card, so since I'll get the Pro in a couple of weeks I need to know if there are any news related to this issue or if there is a hacky solution in order to use it without buying a workstation just for the Vive Pro.
  15. Thanks both, I'm currently using an external usb hib ( this one, suggested by IKinema itself ), in order to connect all the USB dongles for the trackers, since I'm using a kinda-laptop ( MSI VR One ), where only 4 usb are available, so the hub is a necessity, and works perfectly. Since IKinema license is on this laptop, I've been using that exclusively, so I haven't tested this solution on another pc. Point is, this setup, in my studio, where the router is in the next room, works perfectly, and just to be 100% sure, every time I do a mocap session, I turn off the router, even though I notice that with it turned on it also works fine...side issue ( due to the dongles ), is that sometimes the wifi of the laptop won't work, so I have to unplug the usb hub sometimes, but it's very random. I also tried ( directly when I did the on-site mocap ), to remove 2-4 trackers ( IKinema minimum setup is 6 ), by removing elbow tracking and using the controllers for the hands, but same thing, everything went nuts after a bit, so the entire thing was unusable. Anyway thanks again for the advices... Regarding the completely random issues with one of the Lighhouse, is there some tests I can do? Again, in my studio I have no issue with both lighthouses, but this is the second time that, when I'm on-site, one of the cameras start switch to blue light, the HMD is not recognized anymore, then after a couple of seconds everything is ok again...and it's again, completely random...
×
×
  • Create New...