@@AntiAnti its enabled by default, but when im connected and calibrated with the index, its not registering any of the finger movements, and the rotation is a bit off as well. Also worth mentioning that when im in editor before i click play, its showing the valve index models for the hands, but once i click play, it switches over to vive controller models.
i found my way into the "FingersDataProvider_SteamVR" BP, its gone red because theres no steamVR plugin anymore, im now trying to find another way to get finger curls and finger splays values, not sure if im going in the right direction or not but i'll keep lookin
@@felixs6115 What's your version of UE? You don't need FingersDataProvider_SteamVR anymore. SteamVR plugin should be disabled, OpenXR and OpenXRHandTracking - enabled. In the Tick event call ApplyOpenXRInput function. Everything is implemented in the latest demo project (link is on the Marketplace Description page).
Do you use pre-defined preset? - open NoHMDMocapMap - select "MetaHuman" preset actor - in the Details window click "Set Default" button. sun9-73.userapi.com/impg/G_A_q-ZEAqff_wQkW62-OsJvf71MEnYCrmclbw/j-EtEuYP5II.jpg?size=1286x760&quality=96&sign=9f7016c864a1159b9ef8ce032738dddb&type=album
if im using this openXR way, am i still able to use Valve Index controllers to control the fingers?
Yes. Enable OpenXRHandTracking plugin.
@@AntiAnti its enabled by default, but when im connected and calibrated with the index, its not registering any of the finger movements, and the rotation is a bit off as well. Also worth mentioning that when im in editor before i click play, its showing the valve index models for the hands, but once i click play, it switches over to vive controller models.
im having a little trouble finding exactly where in the blueprints handles the controller logic
i found my way into the "FingersDataProvider_SteamVR" BP, its gone red because theres no steamVR plugin anymore, im now trying to find another way to get finger curls and finger splays values, not sure if im going in the right direction or not but i'll keep lookin
@@felixs6115 What's your version of UE? You don't need FingersDataProvider_SteamVR anymore. SteamVR plugin should be disabled, OpenXR and OpenXRHandTracking - enabled. In the Tick event call ApplyOpenXRInput function.
Everything is implemented in the latest demo project (link is on the Marketplace Description page).
how can i add iphone livelink in order to do facial animation at same time ?
Like in rgw default MetaHuman Face_AnimBP animation blueprint, via LiveLink node.
When I connect with meta-humans, I don't see the mesh, I only see the trackers. I don't know what the problem is. It's Unreal 5.3.
Do you use pre-defined preset?
- open NoHMDMocapMap
- select "MetaHuman" preset actor
- in the Details window click "Set Default" button.
sun9-73.userapi.com/impg/G_A_q-ZEAqff_wQkW62-OsJvf71MEnYCrmclbw/j-EtEuYP5II.jpg?size=1286x760&quality=96&sign=9f7016c864a1159b9ef8ce032738dddb&type=album