TD cam into Unreal Texture(Real time)
- 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.
- 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.
- 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.
- 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.
- Workflow Considerations:
- Understand the workflow for sending and receiving data between TouchDesigner and Unreal Engine.



Vicon Mocap data Into Unreal
- 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.
- Export Access for animation :
- If animation export access is unclear due to angles, adjust the import rotation.
- Skeleton Adjustment:
- If animation appears stretched, adjust the skeleton tree in the animation sequencer.
- Retain hips in animation but change everything else to skeleton.
- 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.
- IK Rig and Retargeting:
- Set up IK rigs for proper retargeting from Viacom to Mannequin models.
- 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.
- 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.
- Final Steps:
- After cleaning up mocap, continue regular adjustments as needed.
- Ensure the process is understood for future use.