Week 5 : TD to Unreal+Vicon in Unreal

TD cam into Unreal Texture(Real time)

  1. Setting up TouchDesigner (TD):
    • Use a Spout Out node in TD to output the visual data. Spout is a system for sharing textures between applications in real-time.
    • Spout Out sends the entire data to be shared with other systems, such as Unreal Engine.
    • Adjust settings in TouchDesigner as needed, including specifying the output name.
  2. Setting up Unreal Engine:
    • Ensure Off-World Live plugin is enabled.
    • Place a receiver actor in the scene to receive data from TouchDesigner. This actor is the “OWL Spout Receiver Manager.”
    • Customize the receiver manager as needed, specifying the input name and creating a render target to display the received data.
    • Apply the render target to a surface or shape in the Unreal scene to visualize the data.
  3. Adjusting Settings:
    • In Unreal Engine, adjust settings in the Details panel of the OWL Spout Receiver Manager to configure the receiver, including specifying the input name and creating a render target.
  4. Testing and Troubleshooting:
    • Test the setup to ensure the data is correctly transmitted from TouchDesigner to Unreal Engine.
    • Troubleshoot any issues that may arise, such as incorrect naming or missing configurations.
  5. Workflow Considerations:
    • Understand the workflow for sending and receiving data between TouchDesigner and Unreal Engine.

Vicon Mocap data Into Unreal

  1. Importing Mocap Animation:
    • If animation is not available, reimport the animation using FBX import options.
    • Choose the Viacom female / male skeleton.
    • Import all and ignore any prompts.
  2. Export Access for animation :
    • If animation export access is unclear due to angles, adjust the import rotation.
  3. Skeleton Adjustment:
    • If animation appears stretched, adjust the skeleton tree in the animation sequencer.
    • Retain hips in animation but change everything else to skeleton.
  4. Editing Animations:
    • Two methods are shown for editing animations: a. Easy Way: Directly manipulate bones in the skeleton tree by keyframing. b. Harder, Proper Way: Create an IK rig for precise adjustments, especially for Mannequin characters.
  5. IK Rig and Retargeting:
    • Set up IK rigs for proper retargeting from Viacom to Mannequin models.
  6. Cleaning up Mocap:
    • Align the source (Vicon) and target (Mannequin) models.
    • Adjust rotations and positions to match.
    • Ensure foot rotations match leg adjustments to prevent sideways steps.
    • Exit edit mode and export the retargeted animation.
  7. Mocap Cleanup:
    • Import retargeted animation into sequencer.
    • If animation is not visible, close and reopen Unreal Engine.
    • Bake the animation to the control rig to generate keyframes.
    • Make necessary adjustments to clean up mocap data.
  8. Final Steps:
    • After cleaning up mocap, continue regular adjustments as needed.
    • Ensure the process is understood for future use.

Leave a Reply

Your email address will not be published. Required fields are marked *