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Htc Vive Full Body Tracking

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Last Updated: 02 July 2021

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General | Latest Info

Ever since virtual reality remerged as a viable consumer product, Quest has been to make technology as immersive and interactive as possible. That leads to motion controllers, eye Tracking and hand Tracking but Full-Body Tracking has stop and start due to the complexities of this process. Manus VR, company which makes enterprise-grade data gloves, is almost ready to release its solution to this challenge, Manus Polygon. Like other Full-Body Tracking solutions such as CloudGate Studios version for Island 359, Manus Polygon utilises Vive Trackers on feet, waist and hands. First introduced during CES 2020 back in January, announcement this week will see Manus Polygon made available to companies looking for Full-Body solution this summer, no matter use case. Suitable for a variety of applications including training and simulation to virtual collaboration, Manus Polygon has been designed around easy self-calibration, so you do need anybody outside of VR experience to help with setting up. The Polygon IK-system reads movement of Vive Trackers and calculates natural body movement of the user. Compatible with the Manus range of Prime gloves, Polygon supports multiple users either locally or via existing network so colleagues can share a virtual workspace. This is achieved by a system working with a host who runs simulation allowing guests to join their environment. Another key part of Manus Polygon is the networked object tracking feature. This ensure all users see object locations in real-time, no matter who is using the object. Compatible with HTC Vive and other SteamVR headsets, Manus Polygon will be compatible with Unity when it officially launches in June 2020. The company also plans to release the Unreal Engine 4 plugin later this year as well as expanding compatibility for more motion capture hardware. A new range of Manus Prime gloves will arrive in 2019, with three models for tracking users ' hand gestures. Flagship gloves are Prime Haptic for €4990, offering Haptic feedback for each finger. Manus VR isnt only company exploring the Full-Body Tracking space. Recently, Antilatency updated its software development kit to version 1. 00, adding Support for Oculus Quest to its custom Tracking solution. As further advancements are made in the field, VRFocus will let you know.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

Initial Setup

Youll want three trackers, two for your feet and one for your waist. This is typical setup for most Full-Body tracking situations. Trackers themselves only come with camera mount for attachment, so it is up to you to figure out how to attach them to your person. I went ahead and bought TrackBelt straps from Amazon and they work well enough. Note: despite the picture, straps DO not come with Trackers! Each Vive TRACKER currently retails for 99 USD. It is fairly easy to set up a single HTC Vive TRACKER. It harder to set up 3. Kudos to this reddit user for figuring out a careful set of steps, reposted here: Plug in TRACKER DONGLE Plug TRACKER into wired USB hub that is not occupied by TRACKER DONGLE See SteamVR find TRACKER A. UNPLUG TRACKER As wired USB cable. TRACKER will now be gray, but you can Right-click on it. Right click on TRACKER in SteamVR, select pair TRACKER Hold button on TRACKER for 4 seconds until blue light is flashing. TRACKER will pair label TRACKER correctly in Steam. Turn off TRACKER UNPLUG TRACKER DONGLE Plug into TRACKER B DONGLE and repeat all steps with Trackers B, and then C Plug in all 3 TRACKER Dongles, Turn on both controllers, and then power up all 3 Trackers. You should see everything lit up. If you have lost track of TRACKER, B, etc. I recommend labeling your Dongles and your Trackers: r = Right Foot, L = leave food, W = Waist. Youll of course want to correctly label each TRACKER as you add them, since otherwise it is basically impossible to distinguish which from which.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

Using Full-Body Tracking in VRChat

When you boot-up VRChat with required trackers paired with SteamVR, it will automatically detect that you are in Full-Body Mode. Once loaded in, your avatar will be in T-Pose, and you will have small spheres on points where your trackers are locate. This is called the Calibration Mode. Enter Calibration Mode by booting into VRChat while wearing Full-Body tracking, changing to new avatar, or clicking the calibrate button in Quick Menu. Ensure your height setting in the Settings Menu is correct. If this is incorrect, your feet may go through the floor! Make sure your Playspace is calibrated properly and isn't offset by tools like OpenVR Advanced Settings or Playspace Mover. Your avatar will be attached or pinned to your HMD. This allows your viewpoint to always be correct, assuming you've set it correctly on SDK. Look down and ensure your feet are properly line-up with tracker balls. Keep in mind that when you look back up, your avatar will move forward slightly-so don't worry if feet trackers are bit too far forward. If you want to look at your IRL feet to ensure positioning, separating them by the width of one of your feet is usually good enough. Check your hip tracker and ensure it is in a reasonable location for your hip tracker. Optionally, align your arms with your avatar's arms. This helps ensure your body rotation is on point. You don't have to have your hands / arms align with your avatar's hands / arms during Calibration, so don't worry about them too much. Look directly forward! No need to worry about your viewpoint-it will always be as good as it can be. If you're looking down when you press triggers, your viewpoint will be off. Click both Interact buttons on your controllers simultaneously. Do! If you want to use the old legacy method of calibrating, you can launch VRChat using-legacy-fbt-calibrate launch option. Enter Calibration Mode by booting into VRChat while wearing Full-Body tracking, changing to new avatar, or clicking the calibrate button in Quick Menu. Align yourself with your avatar so you're inside of it. Align your feet with your avatar's feet using spheres. If your legs are too long on your avatar, this may appear as if you are putting your feet in your shins. That's OK, but you'll be on stilts. Align your hip tracker with the approximate position of your tracker on your own hip. Optionally, align your arms with your avatar's arms. This helps ensure your body rotation is on point. Look directly forward! Ensure your viewpoint is in the right position. If it isn't, you might want to try adjusting your User Height in Settings and then restart Calibration. This occurs when the avatar you're using doesn't have proportions set right. This isn't ideal, but works for avatars that aren't proportion very well. If you do adjust your User Height before Calibration, set it back to your real Height after Calibration is complete.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

Rigging Requirements

There are special considerations if you are using Full-Body Tracking. There are several recommendations that will ensure that your Avatar works well when using Full-Body Tracking. If you are using Avatar that hasn't had these refinements / checks perform, you may run into odd behavior. Bone Head-Bone's position. In Blender and most other 3D software, there is Head and Tail to Any give Bone. Unity only uses Tail or length of bone to determine rotation of bone transform. The head determines the location of bone transform. IK-driven Bone-Any Bone that is mapped in Mechanim Rigging Configuration screen. Bone Roll-rotation of bone along its local Y axis. Avatar's use is proportional to the typical human being in regards to limb and torso length. This is not a hard requirement, but it is ideal. If your limbs are disproportionate, you may experience behavior like arm pull, stilts, or other strange behavior. You may also have trouble aligning your viewpoint when calibrating if your general Legs > Hips > Spine > Chest > Neck > Head chain proportions are off. Avatar's rig does not deviate greatly from the example rig given in SDK name tpose-new. Fbx. Roll on all IK-driven bones should be set to zero. In reality, it doesn't really matter what value this is-as long as all IK-drive bones have the same value. There are no Full-Body Hacks in use such as flipped hips, extra leg bones, zero-length or unweighted necks, or other similar changes. These changes can have greatly detrimental effects on rig behavior, and will eventually break with future Full-Body Tracking changes. Your User Height is set properly in Settings, and you do not crouch while calibrating. In addition, ensure that your Playspace is zero out-as in, you're not using Playspace Mover or OpenVR Advanced Settings to have offset before calibrating. Doing so will cause significant issues. The distance between bones is greater than zero. You shouldn't ever stack bones on top of each other when they're part of IK-driven armature and are parents / children of each other. This is especially important for hip > spine > Chest > Neck > Head chain! The bottom of your hip bone should be above the top of your upper leg bones. Hip should always be above top of leg bones! Don't move it too far, or you may run into issues where your hip flips upward during locomotion. In addition, if you experience Hip tilt, you will want to try making your spine bone longer while retaining the root position of your hip. In other words, move Head of Spine Bone downward towards Hip, and move Tail of Hip down to match. Don't make your hip bone too small but try lengthening spine to fix hip tilt issues. There is a very slight bend in knee and elbow. This is require for IK solver to operate properly. Bend can be extremely small, but it should bend dominantly in the appropriate direction.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

Sources

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

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