Mimic Pro - VR Body IK Tutorial for UE5

Sdílet
Vložit
  • čas přidán 11. 06. 2024
  • 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/marketpl...
    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

Komentáře • 12

  • @andousuba8213
    @andousuba8213 Před měsícem +1

    bodycam needs this

  • @subdiv3d
    @subdiv3d Před 3 dny +1

    Really cool system! I just tried out the demo. Any idea about how well this meshes with a VR Kit like GDXR?

    • @JakePlayable
      @JakePlayable  Před 3 dny +1

      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.

    • @subdiv3d
      @subdiv3d Před 3 dny

      @@JakePlayable Perfect, thank you very much!

  • @avocadopeanut
    @avocadopeanut Před měsícem +2

    im surprised you explained this while wearing the headset the entire time

    • @JakePlayable
      @JakePlayable  Před měsícem

      It's because Virtual Desktop hates me and will sabotage me by disconnecting for ages if I ever take it off 🤣

  • @conradorover5573
    @conradorover5573 Před 21 dnem

    Do you know how to make this compatible with the meta xr plugin?

    • @JakePlayable
      @JakePlayable  Před 21 dnem

      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

    • @conradorover5573
      @conradorover5573 Před 19 dny

      @@JakePlayable
      My problem is that when I activate the Meta XR plugin everything stops working

    • @JakePlayable
      @JakePlayable  Před 19 dny

      @@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!

  • @FPChris
    @FPChris Před měsícem

    The thumbs look weird. At least they did at the very end of the video. What is causing that ?

    • @JakePlayable
      @JakePlayable  Před měsícem +1

      That’s just the thumb up animation because my thumb wasn’t on any of the buttons of the controller