kariaro / vrigunity Goto Github PK
View Code? Open in Web Editor NEWVRM hand tracking using mediapipe
Home Page: https://discord.com/invite/Enaup9TJPd
License: MIT License
VRM hand tracking using mediapipe
Home Page: https://discord.com/invite/Enaup9TJPd
License: MIT License
Add an experimental option to allow leg movements. This would be useful for both vr and mmd programs.
Instead of making large issues lets make them small.
First part of the bodytracking components is making sure the wrist and arm are rotated together
Make a script that can automatically update the project version.
This could be updated from an editor script in Unity e.g the ApplicationVersion
script
These files needs to be automatically updated
installer.iss
ProjectSettings/ProjectSettings.asset
Add a baseline for language in the app
Add a -resetSettings
command to make it possible to fix configuration errors
Update the MediaPipeUnityPlugin to v0.10.1 and add a build readme for how to download the packages for local builds.
Update the workflow scripts to download and unpack the libraries for mediapipe.
An issue has been posted on the MediaPipeUnityProject:
homuler/MediaPipeUnityPlugin#779
Hi, how can I free up the movement of the hips in 3D space? What is the part that is blocking the hips?
thanks
Add some workflow code that automatically changes target branches to develop if the branch is not develop
Add a box selection tool that allows a user to select were the hands should be tracked.
Add a way to use this tool for VRChat
Update project readme and make it easier to use.
Download
button)The project is starting to contain very large files for different systems.
To fix all these issues the project will migrate to git lfs
This will break all current forks
Windows
0.5.0
There's an issue with tracking of fingers being constantly lost or not picked up straight away, while tracking of wrists (and everything else) is working fine. Happens when using this program in conjunction with vSeeFace. Changing settings doesn't seem to fix the problem.
VOD Showing the issue: https://www.youtube.com/live/1pHrDu1hecI?si=I3io7epS-T0PYhCN
No response
Add the version number to the window title
Mac
lastest version
After installing the app on my laptop, a MacBook Pro with the cpu M2, and the Mac OS 13.2.1, it didn't work. It shows the only hint "The application 'VRigUnity' cannot be opened."
No response
How does your motion capture project support importing fbx models? My Fbx model is based on APose, and VRM is based on TPose.
Adding a virtual camera mode for linux systems
Steps:
Hey Kariaro, I see that MediaPipeUnityPlugin has been updated MediaPipeUnityPlugin v0.12.0 , then ARKit BlendeShape support has been added, is it possible to add this support in the next version, thanks.
Thanks for the amazing example on mapping skeleton data to vrm. I'm using the following code to map the legs.
{
Vector3 rKnee = ConvertPoint(eventArgs.value, 25);
Vector3 rAnkle = ConvertPoint(eventArgs.value, 27);
Vector3 vRigA = Vector3.right;
Vector3 vRigB = rKnee - rhip;
Quaternion rot = Quaternion.FromToRotation(vRigA, vRigB);
rUpperLeg = rot;
Vector3 vRigC = rAnkle - rKnee;
rot = Quaternion.FromToRotation(vRigA, vRigC);
rLowerLeg = rot;
}
But the mapping appears to be wrong. The leg is rotated and translated wrong. Anything wrong with the way that I compute the rotation?
To reduce CPU usage check if other projects than mediapipe gives better performance
This is in response to #66
I found several bugs.
For large models > 100 MB add a warning message that pops up that it can take a long time to load
I cannot get this to work at all, I downloaded DSSBodyTracker which was a clone of an older version of this project and that clone version actually worked, other than not sending anything through VMC. So I found the original (this project) and whenever I choose start camera the model's eyes close. It doesn't matter which camera I use. This results in this program being completely useless in it's current state.
Add a recording button to export/save mocap data that should be able to be imported into tools like blender
Try update how the tracking is applied to the 3d model
Branch feature/optimize-app
Take inspiration from other UI’s and make a small sketch of how it could look.
Talk with the community on what should be prioritized.
Check that MediaPipe works during a pull request to develop
Add an issue template to make it easier to fix bugs or issues
Add a button that shows debug information:
This could maybe also contain more information such as:
Update to version 2021.3.14f1
to fix this issue
Update the project UI and make use of better design patterns
Why do I use the Apose character model to replace the Vrm model in the project, and there are ghosts in the activity?
Find a way to implement v4l2loopback
to allow virtual camera devices to be used on Linux.
Try find solutions that require as little maintenance as possible.
Research and find a way to denoise the output data using temporal cohesion
For version v0.3.0
read the camera resolution and update the camera resolution list to get the maximum size for the camera.
Also look if it's possible to add a custom field to edit the camera resolution manually
Add an option to select the output resolution of the virtual camera
This should not be dependant on the size of the window
Are you interested in supporting an Android build?
Find a way to remove .meta
fiels from the StreamingAssets
folder.
Tasks:
Assets
.gitignore
is introduced removing .meta
files from the folderWill the project support whole-body detection or even motion posture detection?
Currently, I can only track upper body, will you be able to track lower body?
Hello author! Your holistic motion capture is much smoother than what I wrote, thank you for making it open source. But I noticed a problem, I can't move the position of the VRM model in the scene. I have a VR treadmill. In my code, as long as I import the SDK of the VR treadmill, I can move the VRM model while motion capture. But in your code, I can't change the position of VRM. Can you tell me what to change in the code to move the VRM model?
Check if lowering the AI model complexity will lower the CPU usage
Add a low poly default model as an option
Currently even when approved external PRs can't run any unity tests because they do not have access to any secrets
.
Find a way to make this work while still being secure
Great repo. Could I run it in mobile device?
Windows
v0.4.1
Windows 11, CPU i7 7700k , webcam Logitech c925e
The software using the camera and sending VMC is using 65% of my CPU.
Even when webcam and VMC sender is off , the CPU usage this is 18 %.
It does not make sense to me. I have done the handtracking in mediapepi in python and my usage was lower than 10%.
Maybe an option to change de model complexity, mine was 0 and working on the hands.
extras issues:
No response
Check how easy it would be to add code linting to the project.
This would make sure all code if formatted correctly
After receiving some more views on this project I’m going to see if I could spend some time improving the model rigging :D
Compile this project for OSX/iOS and make sure the basic features work.
Virtual webcams are not required to work for this issue.
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