Setup VR Bodytracking with Meta Movement SDK

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  • čas přidán 5. 08. 2024
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    In this video, you'll learn how to download and configure Body Tracking using the Movement SDK for a Quest 2, Quest Pro, or Quest 3 devices. The developer will learn how to apply basic body tracking including Generative Legs to a standard avatar that has been imported and rigged as a Unity Humanoid with a base level of retargeting (no constraints)
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    🟠 VR Base Project 👇🏽
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    Timestamps:
    00:00 - Intro
    00:07 - Prerequisites
    00:28 - Base Unity VR Project
    00:36 - Installing MSDK
    01:55 - Quick Fixes
    02:21 - Scene Setup
    03:37 - Activating Bodytracking Capabilities
    05:45 - Testing MSDK
    06:13 - Final Thoughts
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Komentáře • 32

  • @kinjalwaghela4759
    @kinjalwaghela4759 Před 4 měsíci

    Amazing tutorial! I appreciate how you keep the tutorials concise and informative.

  • @El_ReKi
    @El_ReKi Před 6 měsíci +2

    Great tutorial. Like always!

  • @95katebiel
    @95katebiel Před 4 měsíci

    Easy tutorial and covers the essentials, amazing job! Thank you, Jad !

  • @TK31089
    @TK31089 Před 6 měsíci

    Thanks! really helped me!

  • @iversenarroyo7220
    @iversenarroyo7220 Před 5 měsíci

    Gracias hermano por compartir tus conocimientos abiertamente, eres el mejor

  • @mahanthkanaparthi6087
    @mahanthkanaparthi6087 Před 5 měsíci +4

    I have followed the documentation to add animations. But nothing is happening. Body tracking also stopped. Can you please tell me how to add animations while working with movement SDK? Please upload a video regarding that, if possible.

  • @gdv05
    @gdv05 Před 3 měsíci

    Nice partnership with Meta, I come from Meta post :)

  • @user-nk3rd8qf3i
    @user-nk3rd8qf3i Před 5 měsíci +2

    Hello, the following error occurs when running: Failed to start body tracking with joint set FullBody. Errors are still reported when using your Base Project. Could you please open source your complete project?

  • @july5820
    @july5820 Před měsícem

    I am building an AR application with Meta Movement SDK implemented. Is there a way I can update the skeleton position to match real life position? Often time after moving around a lot, or when you run it through the Quest 3, the skeleton might dislocate itself, making the collision not work well.

  • @congminhtran7361
    @congminhtran7361 Před 3 měsíci

    I want to ask a question. Currently, I have already had OpenXR project. Now I want to create body animation like that. Can I export fullbody animation like this from this Meta SDK animation to use in OpenXR project?

  • @veerdosi00
    @veerdosi00 Před měsícem +1

    Where should the ovr camera rig be located

  • @CrazyCapsuleBIBIKA
    @CrazyCapsuleBIBIKA Před 27 dny

    Did you know, how to setup this for Multiplayer(fusion2)?

  • @user-hq2yk3qr7k
    @user-hq2yk3qr7k Před měsícem

    generative legs how to enable it

  • @doraemonfat2539
    @doraemonfat2539 Před 5 měsíci +1

    I tested this solution and why only Head Bone is not moving. Anyone met this problem?

  • @MENGM-qx5xr
    @MENGM-qx5xr Před 3 měsíci

    I cannot implement body tracking in quest3, the error is "[OVRBody] Failed to start body tracking with joint set FullBody." Is the device used in the video meta quest3?

    • @immersiveinsiders
      @immersiveinsiders  Před 3 měsíci

      It should work with Quest3, have you made sure to apply all the project setting mentioned in the meta project settings tools?
      Also, can you make sure you have enabled Body tracking from the OVR manager?

  • @dharunmx2v136
    @dharunmx2v136 Před 5 měsíci +1

    is not work in meta XR simulater

  • @laurileppanen5583
    @laurileppanen5583 Před 3 měsíci

    Hello, i followed the tutorial closely but when in searching for the prefabs i get no results. I'm using the provided starter project. Can you help me?

  • @adityapuranik8469
    @adityapuranik8469 Před 5 měsíci +1

    Hi, does it integrate with ReadyPlayerMe avatar? Thank you.

    • @YixinDai
      @YixinDai Před 3 měsíci

      Hi, did you find any tutorials to integrate with ReadyPlayerMe full body avatar?

    • @kay46684
      @kay46684 Před měsícem

      @@YixinDai Hi, did you manage to do this?

  • @Slaughterfr
    @Slaughterfr Před dnem

    I have tried two times but no works 🙄

    • @Slaughterfr
      @Slaughterfr Před dnem

      That's it, I found why, in Meta Quest Link I hadn't activated the functions for developers and suddenly it works 🤗

  • @quarty8767
    @quarty8767 Před 3 měsíci +2

    Hello, I have a problem, the armature is not connected with the camera (during the play I can use the camera but not the body, I can see the model in t pose). I'm using a Meta quest 3. I think I checked the settings but still is not working. Thank you in advanced!

    • @yunchaowei1893
      @yunchaowei1893 Před 2 měsíci

      I have the same problem, did you find out the solution?

    • @brennotuberga8029
      @brennotuberga8029 Před měsícem

      same problem too, on both quest 2 and 3 :-(

  • @itox8924
    @itox8924 Před 6 měsíci

    After installing the SDK, the following error occurred:
    Assembly with name 'Oculus.Platform.Editor' already exists (Packages/com.meta.xr.sdk.platform/Editor/Oculus.Platform.Editor.asmdef)
    Please tell me how to solve it~~~

    • @immersiveinsiders
      @immersiveinsiders  Před 6 měsíci

      Did you use the Base Project that was provided?

    • @itox8924
      @itox8924 Před 6 měsíci

      @@immersiveinsiders No, I installed it in addition to the completed project where the existing Oculus integration SDK was installed. I only want to add a body tracking avatar, but when I install the Meta core sdk, the above error occurs. Is there a way?

    • @adityapuranik8469
      @adityapuranik8469 Před 6 měsíci +2

      Hi, I wanted to understand if I could do this with ReadyPlayerMe avatar? If yes, would love to understand how.

  • @user-nk3rd8qf3i
    @user-nk3rd8qf3i Před 5 měsíci +1

    Hello, the following error occurs when running: Failed to start body tracking with joint set FullBody. Errors are still reported when using your Base Project. Could you please open source your complete project?