Forum Discussion

🚨 This forum is archived and read-only. To submit a forum post, please visit our new Developer Forum. 🚨
saviornt's avatar
saviornt
Protege
11 years ago

Using the Rift as part of UE4 IK?

Afaik, the default camera nor the unofficial vr template incorporate this. As a thought experiment, how would I go about linking the vr camera controller with the character ik chain?

8 Replies

Replies have been turned off for this discussion
  • "saviornt" wrote:
    Afaik, the default camera nor the unofficial vr template incorporate this. As a thought experiment, how would I go about linking the vr camera controller with the character ik chain?


    I played around with this a while back. I cant remember of the top of my head but I can send you the test projects if you like?
  • "saviornt" wrote:
    Sure, if you could I would appreciate it!


    I just PM'd you.
  • Fredrum's avatar
    Fredrum
    Expert Protege
    I just asked the same question in a new thread today. Should have skimmed the forum a bit more carefully.
    Would you mind sending me a copy too of your Ik setup? :? It would be great to see how to do that. I am new to UE4 and doing rigging in the engine seems pretty tricky.

    Cheers
    Fred
  • Consider looking at the Couch Knights project. I think it does what you want.
  • Fredrum's avatar
    Fredrum
    Expert Protege
    Ah yes thats a really good idea ill check that out!

    Cheers
    Fred
  • getnamo's avatar
    getnamo
    Honored Guest
    Usually you store the position of the rift in a variable that you pass to your animation blueprint and then use IK/FABRIK/or bone orientation (transform) to adjust your head/torso to look right.

    This is how I implemented head IK in the unofficial leap plugin


    (note open image in a new tab, oculus forums doesn't resize images correctly)

    It also has a fully rigged character for you to explore, change and use in the plugin's content. Feel free to use any of it as you see fit.
  • Getnamo's plugin is probably the best example.
    But just incase anybody else wants to play with looking at yourself in a mirror i'll post a link to my old experiment.

    It's a bit of a mess as it was just an experiment about 8 months ago(updated project to 4.7 IIRC).
    the relevant stuff will be in the anim blueprint and the pawn blueprint IIRC.
    Theres a couple of different maps but the default one should do.

    https://drive.google.com/open?id=0BzgVPR4xFGgjUHJZeXE1UWp0dE0&authuser=0