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JakePlayable
Registrace 28. 07. 2023
Mimic Pro - Metahuman Tutorial with VR Body IK in UE5
Metahuman guide for my UE5 VR Body IK system!
Download the Demo level to try it out and see if it's a good fit for your project!
www.unrealengine.com/marketplace/en-US/product/advanced-vr-body-ik-system
This product provides a stable, realistic full body estimation system that doesn’t get in the player’s way and has minimal impact on performance. It uses your velocity and a lot of carefully thought out linear math (not neural net based) to dynamically control the skeletal mesh, adjust pole vectors, and keep the player immersed by giving them a body that moves naturally and precisely. NO custom nodes, only existing blueprint features so that you're in complete control of your project.
It runs off of an easy to integrate component and uses existing animation workflows, allowing for traditional animation to be plugged in for the lower body. Supports height & arm length calibration to give the player a proportionally accurate body.
Runtime mesh swapping is supported with automatic saved recalibration!
There is a support channel for this product in my discord server! If you're just curious about one or two things please ask on the marketplace product page so that other people can see it!
Product Support / Inquiries
Email: jakeplayable@gmail.com
Discord: jakeplayable
Discord Server (Support Channel) discord.gg/AkNFceWyPv
Download the Demo level to try it out and see if it's a good fit for your project!
www.unrealengine.com/marketplace/en-US/product/advanced-vr-body-ik-system
This product provides a stable, realistic full body estimation system that doesn’t get in the player’s way and has minimal impact on performance. It uses your velocity and a lot of carefully thought out linear math (not neural net based) to dynamically control the skeletal mesh, adjust pole vectors, and keep the player immersed by giving them a body that moves naturally and precisely. NO custom nodes, only existing blueprint features so that you're in complete control of your project.
It runs off of an easy to integrate component and uses existing animation workflows, allowing for traditional animation to be plugged in for the lower body. Supports height & arm length calibration to give the player a proportionally accurate body.
Runtime mesh swapping is supported with automatic saved recalibration!
There is a support channel for this product in my discord server! If you're just curious about one or two things please ask on the marketplace product page so that other people can see it!
Product Support / Inquiries
Email: jakeplayable@gmail.com
Discord: jakeplayable
Discord Server (Support Channel) discord.gg/AkNFceWyPv
zhlédnutí: 721
Video
Mimic Pro - Custom Mesh VR Body IK Tutorial
zhlédnutí 767Před měsícem
Custom mesh guide for my UE5 VR Body IK system! Download the Demo level to try it out and see if it's a good fit for your project! www.unrealengine.com/marketplace/en-US/product/advanced-vr-body-ik-system This product provides a stable, realistic full body estimation system that doesn’t get in the player’s way and has minimal impact on performance. It uses your velocity and a lot of carefully t...
Mimic Pro - VR Body IK Tutorial for UE5
zhlédnutí 1,4KPřed měsícem
Quick start guide for my UE5 VR Body IK system! Download the Demo level to try it out and see if it's a good fit for your project! www.unrealengine.com/marketplace/en-US/product/advanced-vr-body-ik-system This product provides a stable, realistic full body estimation system that doesn’t get in the player’s way and has minimal impact on performance. It uses your velocity and a lot of carefully t...
Mimic Pro - HUGE UPDATE OVERVIEW - VR Body IK for UE5
zhlédnutí 478Před měsícem
I quickly go over the changes I've made to my VR Body system in the most recent update. Download the Demo level to try it out and see if it's a good fit for your project! www.unrealengine.com/marketplace/en-US/product/advanced-vr-body-ik-system This product provides a stable, realistic full body estimation system that doesn’t get in the player’s way and has minimal impact on performance. It use...
VRE Integration Tutorial - VR Body IK UE5 *OLD*
zhlédnutí 3,7KPřed 3 měsíci
VR Expansion Plugin Template Project Download: github.com/mordentral/VRExpPluginExample Anim Graph Code: blueprintue.com/blueprint/k6tvfqeu/ Event Graph Code: blueprintue.com/blueprint/idhe-c_y/ (Thank you DragonIK, I assume that because the project files are free to download it's okay to share them. Contact me if there are any problems!) VR Expansion Plugin Website: vreue4.com DragonIK Example...
Metahumans - VR Body IK Inside UE5 *OLD*
zhlédnutí 1,2KPřed 3 měsíci
There is a free playable demo available for download on the product page! Unreal Engine Marketplace Product Page: www.unrealengine.com/marketplace/en-US/product/advanced-vr-body-ik-system Gumroad Product Page (with purchasing power parity): jakeplayable.gumroad.com/l/VRBodyUE5 This system provides a stable, realistic full body estimation component for VR in Unreal Engine 5. It's designed to sta...
Custom Mesh - VR Body IK UE5 *OLD*
zhlédnutí 316Před 3 měsíci
There is a free playable demo available for download on the product page! Unreal Engine Marketplace Product Page: www.unrealengine.com/marketplace/en-US/product/advanced-vr-body-ik-system Gumroad Product Page (with purchasing power parity): jakeplayable.gumroad.com/l/VRBodyUE5 This system provides a stable, realistic full body estimation component for VR in Unreal Engine 5. It's designed to sta...
Getting Started - VR Body System for UE5 *OLD*
zhlédnutí 575Před 3 měsíci
There is a free playable demo available for download on the product page! Unreal Engine Marketplace Product Page: www.unrealengine.com/marketplace/en-US/product/advanced-vr-body-ik-system Gumroad Product Page (with purchasing power parity): jakeplayable.gumroad.com/l/VRBodyUE5 This system provides a stable, realistic full body estimation component for VR in Unreal Engine 5. It's designed to sta...
VR Insects Test - Advanced Insects System by @flydreamdev8263
zhlédnutí 464Před 4 měsíci
I thought this was horrifying and wanted to share :) My VR Body System: www.unrealengine.com/marketplace/product/advanced-vr-body-ik-system Advanced Insects System: www.unrealengine.com/marketplace/product/advanced-insects-system
VR Body IK System for UE5 *OLD*
zhlédnutí 4KPřed 5 měsíci
Download the Demo level to try it out and see if it's a good fit for your project! www.unrealengine.com/marketplace/en-US/product/advanced-vr-body-ik-system This system provides a stable, realistic full body estimation system for VR in Unreal Engine 5. It's designed to not get in the player's way and has minimal impact on performance. It uses your velocity and a lot of carefully thought out lin...
Really cool system! I just tried out the demo. Any idea about how well this meshes with a VR Kit like GDXR?
Hi! This is just an animation system so it is meant to mesh easily with any existing VR Template! I know customers have found success using it with GDXR. It's very simple to integrate until you try and use it with features like physical hand collision. I don't know if GDXR has that but in that situation the system has to follow the hand meshes rather than the motion controllers and you may have to adjust offsets yourself.
@@JakePlayable Perfect, thank you very much!
Do you know how to make this compatible with the meta xr plugin?
It works with MetaXR or OpenXR out of the box for general VR use. As far as hand tracking I don't have a solution
@@JakePlayable My problem is that when I activate the Meta XR plugin everything stops working
@@conradorover5573 I’ve got my contact info on the product page, if you think it’s a problem with the system can you contact me through one of those methods with a bit more info on the problem? It’ll be a lot easier to help you that way, thanks!
The thumbs look weird. At least they did at the very end of the video. What is causing that ?
That’s just the thumb up animation because my thumb wasn’t on any of the buttons of the controller
Hey Jake, I am excited to use this for my game. Is there anyway I can DM you or ask you any questions if I get stuck on things? Thank you :)
@@user-dz5wn3of9n Yeah I’ve got all my contact info on the product page! There’s also a chat in my Discord server dedicated to this product where I always respond, and a lot of other people who have been using it offer solutions sometimes too!
This is cool. Kinda expecting the VRE Integration Tutorial. When is that coming?
Sorry I've been busy. I'm not sure when a new one is coming but people have followed the old one and said it's mostly the same and easy to use. I'm already working on another update so I'm not sure when I'll make the new VRE video, maybe after release.
Wow, found this while doing research into how to build my own IK system for VR. This looks perfect, however before I buy I wanted to confirm whether or not it will work with any skeleton. Does it have to be the UE5 mannequin skeleton? Or can I hook this up to my own custom home-brew skeleton? Thanks!
It has to be the UE5 skeleton right now. I'm working on support for the UE4 skeleton and looking into the possibility of a modular system for custom skeletons. I post updates on this channel as both videos and community posts if you'd like to look out for those! 😄
this guy is the #1 threat to everyone with phantom sense
Thank you 😄
Hey any ideas on how to bind the vive tracker data to the feet of the avtars?
No I've not worked with vive trackers yet sorry 😢
@@JakePlayable it's good mane. i think your vR ik system is really cool dude and needed in this community
@@user-ov6ct2bv4e Thank youuu 😄
Good work man! Are you planning on making another VRE integration tutorial?
I am, hopefully soon 👍
❤❤❤❤❤❤❤❤ thank you
Awesome :)
Great update, bud. Dig your work and the vibe, keep it up dude!
This tutorial was extremely valuable! Thank you for what you’re doing. You are literally the only one providing this much value to the UE5 VR world!
Hey I just bought it and I’m trying to use it with metahuman. However change mesh feature doesn’t work because I can only drag in either my Body or my Face It’s not a full body character like yours, it’s metahuman. Can you help?
I’ve replied to your message in my Discord server! 😄
bodycam needs this
Hey jake there is a program called standable and its really good for tracking without trackers would this be compatible? its mostly used on things with fbt stuff like vr chat, but i would love to be able to create custom meshes and use unreal offline to work on stuff great job🎉
That works by simulating trackers right? If so then no, it's not compatible sorry 😢
im surprised you explained this while wearing the headset the entire time
It's because Virtual Desktop hates me and will sabotage me by disconnecting for ages if I ever take it off 🤣
This is awesome!
omg. iv been waiting for arm length calibration in games. and i had it in mind for WAY later in my dev plans. buttt.. now.. 👀 i might have to grab this when i get right.
IKRRR I always wondered why games never have it. Now they got no excuse lol
@@JakePlayable 0 excuses lol
This is amazing man, great job!
Thanks! 😁
Good luck
holy shit youre about to save my assignment if this works tysm
Here is a challange that am stuck with till now, how to set the IK in SeatedMode in VRE? to make it set in vehicle seat where only upper body moves while the root is fixed to the seat in vehicle? another issue I had was that for some odd reason whenever I got into a fast moving vehicle like a helicopter for example, the IK would get detached and fly away!! here is an example czcams.com/video/lZzvILzrhh0/video.html
That video is using DragonIK's body system. They're totally separate from mine you'll have to contact them for help with that. This video is for integrating my body system with VRE
All right, would you be kind and showcase your system in VRE vehicles please? Thanks in advance
@@Phoenix_VR I haven't thought to try it. I can already think of some problems it would cause. I'm about to release an update for it within the week I'll work in vehicle support and let you know when it's released!
That would be awesome, sorry for the trouble, but this is an important feature
@@Phoenix_VR No problem, I agree 😄
Thank you so much. This was exactly the next step I wanted to implement in my game. I'll be sure to try it!
if copied nodes error out like that in the event graph, right click and refresh node
This is great. For VR, best using MH within 5.4 as you have access to the 60MB version MH which is VR/Mobile ready and more than fit for purpose:)
Awesome plugin! :) Does the tracking system use OpenXR or SteamVR? Im working with a first gen HTC Vive Headset
This product is only available for UE5.1+, I believe that the SteamVR plugin was deprecated in 5.1 so I have not tested it. I am not sure what's done differently but the only issue between MetaXR and OpenXR are some controller rotations so it could work fine, you could have to fix the rotations, or everything could explode. Sorry I can't be of more help, if you'd like to try it out, email me I've got a proposition. jakeplayable@gmail.com
Why are you stealing YaroVR's code and then selling it on the Unreal Engine Marketplace as your own? You literally have the same name in your BP_VRlBodyComponent on the Set References. Only with a few minor changes. If I am incorrect on what I am asking, then I will apologize, but it just looks really too similar to his code in his video. Also his video was published before this one. Which is a another reason why I am asking.
Hi! He actually used some of my product's code & techniques to make parts of his tutorial video. If you look at my product page, it was published February 10th, about 2 months before his video. He has also given me credit in his video's description.
Hi there, I indeed accredited Jake in my video and took most of the concepts from his template. Jake has insane vr body template which I recommend purchasing. Don’t blame Jack, the only person you can blame here is me because I was starting the youtube and did not care about copying the code that time. Thank you for understanding.
@@JakePlayable ok I’m sorry for assuming. That’s my fault. I did watch YaroVr video before yours which is why I thought what I said. So I’m sorry once again for assuming. I hope you have a great day man!
@@yarovr I wanted to apologize to you too for dragging you into this. I just thought what I saw should be spoken about. So I am sorry for dragging you into this. Anyway I hope you have a great day too!
@@HolyItsTruncus all good, glad it was resolved.
You promised and delivered..cant believe i missed another sale of your VR Body IK System
There will be more! None planned at the moment but there will be! 😄
Thanks a lot!!
5.4 compatible?
I've not tried migrating it to 5.4 yet. I'm in the middle of a very large update and will release 5.4 compatibility along with it this month!
!!!!!!!!!!!!!!! this is huge......
thank you for this plugin! Its been such a relief to have found this (+ being so well documented) for a project im working on :)
I'm so glad!
is it possible to swap skeletal meshes at runtime?
Yep
@@JakePlayable when i run "set skeletal mesh" which i have replicated to all clients, the screen goes black. I cant figure out why this is happening. How would you go about replicating the mesh change
@@RonnyBTokin I don't know I'm not experienced with replication. The only correlation I could think of between that and the screen going black is if your camera is clipping inside of the new mesh.
@@JakePlayable after i change the mesh, does the vr ik component need to be re initialized
@@RonnyBTokin I don't know. It is possible but you're not going to get the benefits of the mesh measurements and you'll have to change the POV to a predetermined location as well. It's not something I've experimented with so I'm not sure, but I can't think of any reason it would black out your vision other than your POV not being right after switching.
Quick question, if i was to use the host a server function that's available within the VR Expansion Template. would your plugin need to be calibrated every time a player joins a server, or dies and respawns.
Just whenever the character actor gets reloaded. It depends on how you have respawning set up. You could save the calibration data and run it on the other clients whenever needed so that the Player doesn't have to recalibrate multiple times.
@@JakePlayable thanks for the tip! all setup and works great now! By the way, theres a free plugin that allows you to save a string to a txt file and then read it later. im using that to save calibration between closing and opening the game! its called "read & write text file" really easy to setup, just took a few nodes. i recommend saving the calibration scale with the project saved directory node
On 17:00 you don't have to do that just highlight the red nodes and hit refresh notes then your good to go ;) Thanks again!
real good tip. thanks man.
@@kthxbye1132 yw
A polite reminder, it is very common to be able to 'feel' things that happen in VR (ie lasers, objects as they hit you etc) THIS! THIS?! NO! NONONO!
Heaven sent ;)
Wow! This is exactly what I'm looking for. Thanks!
Thanks for the update
No prob! More videos coming tonight and tomorrow