Comments (9)
驱动效果如图所示,头部手部以及位置可以运动,但身体保持A-Pose
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Auto Setup 导入 UE 有两种骨骼,一种是原生 CC_BASE_xxx 这种命名,这种你选择 CharacterCreator 预设,如果不是,那么就是自动重命名成 UE 风格了,这种选择 UE 预设即可,你要打开 skeleton 资产自己看一下,CC4 其实不需要使用自定义映射,那个教程只是为了展示如何使用自定骨骼功能。目前已知编辑器中可能偶尔出现 C++ 多播委托失效问题,原因未知,可能是 UE 编辑器哪里有小的 BUG,重新停止 play 再开始 play 即可,打包后这个问题不存在。
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项目中希望使用的是另一种没有预设的自定义骨骼,使用CC的自定义映射是为了希望能找出问题(看到插件里的CC预设了)
后发现CC模型使用自定义映射也存在同样的问题
此前使用metahuman时尝试使用重映射(以测试重映射功能,未使用预设)时也遇到了相同的问题
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稍后我再测试一下看,没有遇到过这种问题,自定义骨骼其实只是非常简单的代码,按理说不会遇到很复杂的情况~
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我在案例项目MediaPipe4U-Demo里尝试不更改任何其他设置,仅更改BonePreset选项为Custom以及BoneRemap资源,仍然发生了同样的问题,身体pose不动作
remap资源中除了手指部分均做了重映射
所有更改的地方都在截图中展示,希望对你这边的测试有所帮助
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感谢反馈,我会尽快修复
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我也发现了这个错误,所以我现在在使用UE5白人骨骼通过IK RTG来进行动捕方案,效果还行。只需要livelink节点放在你自己的动画蓝图,也可以进行面捕测试。
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新版测试自定义骨骼没有问题,如果问题依旧,请重新打开 issue
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@NextBG 请阅读文档,理解 MinPoseScoreThresh 属性,或许这个属性设置为 0 是你想要的结果。
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Related Issues (20)
- Body not moving :)! HOT 3
- error after using Mediapipe remap asset HOT 4
- mediapipe_data to osc HOT 4
- 动捕崩溃 HOT 5
- UE5.2无法识别ASR中文模型 HOT 4
- vs编译失败 HOT 1
- Wont start webcam HOT 1
- Plugin Demo MediaPipeHolisticComponent initializing problem HOT 5
- UE5.2警告:MediaPipeHolisticComponent has not finished initializing or has been uninitialized.然后StartImageSource失败 HOT 1
- Demo 工程启动不了摄像头 HOT 3
- 我想使用AMediaPipeDebugDrawer中的FVector GetStickManJointPosition(const EMediaPipePoseJoint Joint) const;这个方法 HOT 5
- Demo file packing faile HOT 24
- Your license has expired. Need to update your license file. 有最新的license有发布吗? HOT 2
- Demo Packaing Failed HOT 5
- 自己创建的项目,打包后无法启动摄像头 HOT 4
- MediaPipeAnimInstance 切换Mode错误 HOT 4
- unreal engine 5 source code from blueprint HOT 4
- could mediapipe4u' motion capture export to unreal's animation clip? HOT 3
- Unable to initialize holistic component if use "spawn" HOT 2
- Packaged game motion capture does not work HOT 2
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