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View Code? Open in Web Editor NEWA MediaPipe Solver library, inspired of kalidokit
License: BSD 3-Clause "New" or "Revised" License
A MediaPipe Solver library, inspired of kalidokit
License: BSD 3-Clause "New" or "Revised" License
var v1 = new Vector3(0, 1, 0);
var v2 = new Vector3(1, 0, 0);
var angle = v1.FindRotation(v2) * Mathf.Rad2Deg;
Debug.Log(angle); // (28.65, -28.65, -14.32)
var a2 = Vector3.Angle(v1, v2);
Debug.Log(a2); // 90
Is this result correct ?
Hey guys,
I've been trying to implement Moetion logic on Unity but the logic doesn't seem to work.
I think you are using different orientation and different 3d rigs.
Unity uses left handed (Y axis up) and I'm using mixamo rigs,
please inform me about the used orientation and rig so I can translate the code for Unity.
thanks ^^
As the title says.
It it possible to use this alongside the tracking data from Holistic in the MP Unity Plugin to drive a 3D avatar e.g. readyplayerme rig body + face blendshapes?
If so, any advice on how to go about this would be appreciated.
Prior to discussion on Discord, we believe there are many benefits for using Quaternions - hence we'll be using Quaternions to represent it's values in the library.
The main objectives are the following:
Hello, I finally got around to attempting to convert your solver to work in Unity. However I am at a bit of a wall now and I do not know how to correctly apply the outputted Vector3 rotations to the 3D rig.
For example I have a solver script calculating the arms then adding these to a pose struct. I then attempt to apply the pose to the 3D models bones. See the example below where I give the NormalizedLandmarkList to my solve function and return the pose. I then attempt to apply the rotations by setting the bone euler rotations to them. From the result im getting this is clearly not correct so if you could provide any guidance that would be great thanks.
var pose = _poseSolver.Solve(list);
LeftHand.eulerAngles = pose.LeftArm.Hand;
RightHand.eulerAngles = pose.RightArm.Hand;
LeftLowerArm.eulerAngles = pose.LeftArm.Lower;
RightLowerArm.eulerAngles = pose.RightArm.Lower;
LeftUpperArm.eulerAngles = pose.LeftArm.Upper;
RightUpperArm.eulerAngles = pose.RightArm.Upper;
It seems this codebase not using quaternion now, even though README says
We use Quaternions to prevent gimbal-locking and prevent the edge cases we see from Euler Angle-based implementations
is this feature working in progress?
In kalidokit, PoseSolver is using WorldLandmark and NormalizedLandmark both.
Is there any reason only using NormalizedLandmark in Moetion here?
Since we're moving to file-scoped namespaces for some of our projects, it would make sense to also change some of our code to that too.
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