Thanks everyone!

@Francisco: I'm using 8 because I'm not using the Vive itself for head
tracking ( because of the cable I have limited range of movement ), so I
replaced it with a tracker.
Also I added 2 trackers fore the elbows, but I can also not use those if I
add props ( swords or general objects ), in order to also be able to have a
1:1 objects movement as well, which comes very handy for cutscenes.
I'm streaming everything into UE4, using it as a sort of recorder, and the
nice thing is that I can add specific features, like realtime adjustment of
the constraints for handling objects with 2 hands and other very usefull
stuff.

The Noitom gloves are an evolution of the gloves from the Perception Neuron
suit.
The principle is the same, but in order for the gloves to work by
themselves they use a Vive Tracker for each, which gave only the positional
data, while the rotation is given by the IMU sensor on the hand.
You also have a dongle, which ensure no lag at all.
For the setup I used ( IKinema + VR Gloves ) I basically get only the data
from the fingers, while everything else is driven by IKinema Orion.
If you're interested they will get preorders for the gloves starting next
week, so check the website ;)

I created a bit ago a custom setup in order to use just the Perception
Neuron gloves with the Vive Trackers, by also adding interactivity in VR (
grab, teleport, very similar to the video I posted ), but with these new
gloves the data is much more reliable, even if they do require
demagnetization once in a while ( especially if you wear them while working
using mouse and keyboard )

@Pierre: I know nothing about scripting, and coming from Softimage the
node-based logic setup is incredibly quick to use and to create prototypes.
Trust me, even if you don't exactly know how to create something at first,
the docs are quite good and there are tons of tutorials around for
everything ( not only gaming ), so chances are that if you want to develop
something withjout going nuts yuou'll be able to.
Also, Maya is still awfull :D


If anyone is interested I'll be soon offering the full body mocap solution
as a service, and I'm creating custom VR solution for the industry outside
gaming, so if you're interested feel free to contact me at
[email protected]

If you have further questions let me know!

Cheers

Nicolas

2018-01-21 2:46 GMT+01:00 Pierre Schiller <[email protected]>:

> OH MAN! Makes me want to run to UE4 again. But just like Maya, tends to be
> over excessively complex for finite and defined tasks.
> Regardless, I´m speechless over your demo. Breath taking!
> Cheers.
>
> On Sat, Jan 20, 2018 at 1:52 PM, Francisco Criado <[email protected]>
> wrote:
>
>> Nicolas, very nice work there! May i ask why are you using 8 vive
>> trackers? We are using 5 and we get full body tracking (without fingers).
>> By the way which is your opinion from Noitom gloves? We bought 3 years ago
>> their mocap solution and it was not good enough for production.
>> Cheers,
>> Francisco.
>>
>>
>> El 19 ene. 2018 12:04 p.m., "Morten Bartholdy" <[email protected]>
>> escribió:
>>
>> Pretty cool :)
>> Thanks for sharing :)
>>
>> Morten
>>
>>
>>
>> > Den 19. januar 2018 klokken 14:58 skrev Enter Reality <[email protected]
>> >:
>> >
>> >
>> > Hi all,
>> >
>> > I've been experimenting quite a bit using the HTC Vive lately, and
>> Noitom
>> > was kind enough to sent me a pair of Hi5 VR Gloves.
>> >
>> > I recently got 8 Vive Trackers and I tested everything using IKinema
>> Orion
>> > for realtime motion capture inside the Unreal Engine 4, combined with
>> the
>> > VR gloves, in order to get full body motion capture ( fingers included )
>> > and I'm quite surprised by the results.
>> >
>> > Full Body Mocap with IKinema Orion and Noitom Hi5 VR Gloves
>> > <https://urldefense.proofpoint.com/v2/url?u=https-3A__www.yo
>> utube.com_watch-3Fv-3DHjdpJD4MLDc&d=DwIBaQ&c=76Q6Tcqc-t2x0ci
>> Wn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo
>> 9P0jVMsrMw7PFsA&m=qd9AFh1uervnsSEKULKsfSrQKdFFpZlQ_7JDQHcvAj
>> 8&s=orwm6HiHlge-w0eIY_-cZAz2mxdel1d95j2Bz7Epc38&e=>
>> >
>> > I've also done a bit of RnD using CAD models into UE4 and integrating
>> > gestures for the VR gloves, creating simulations and job training in VR.
>> >
>> > RnD Job Training and Welding Simulation
>> > <https://urldefense.proofpoint.com/v2/url?u=https-3A__www.yo
>> utube.com_watch-3Fv-3Doo1tK2JoymQ&d=DwIBaQ&c=76Q6Tcqc-t2x0ci
>> Wn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo
>> 9P0jVMsrMw7PFsA&m=qd9AFh1uervnsSEKULKsfSrQKdFFpZlQ_7JDQHcvAj
>> 8&s=4jswJ-mu38li93bSOdQ_getoD2WI7Ab5uIlXeNqzMzU&e=>
>> >
>> > If you have any questions or comment you're welcome :)
>> >
>> > Cheers
>> >
>> > Nicolas
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