Hi Adam,
The gloves will go ( unless they change their plans ) on pre-order in a
couple of days, but I don't know what the price will be, since mine are
also dev kit.

The video you saw was veeeery rough, since it's streaming from Orion at
about 100fps, the gloves ( not sure ) stream at 90 or 120fps, but the
recording was done at 60fps, so that's why the video seems to lag a bit.
I'm using the Geforce recording software to get the video while "playing",
and it's max 60fps, and looks like that it doesn't affect the FPS ( at
least on Orion ).

I haven't tested the HMD setup at all, since the main purpose for me is to
use just the trackers to get the quality mocap.
In general for the HMD ( when I used the Perception Neuron suit ) I just
parent it to the head joint using a socket, then get only the rotation data
from it, while the position data is given from the suit.
I haven't tested with the Vive/CV1, so I'm not sure the setup still works,
but I saw lot of people doing top body VR setup using onl the HMD and the
controllers, and as far as I remember the setup was quite easy.
Problem is, Orion works as it is and do not accept any kind of alternative
rig setup, so the alternative ( if I want to do something different ) is to
create an IK setup from scratch, but since Orion works pretty good I won't
bother spending too much time with alternative solutions.

Cheers

Nicolas

2018-01-23 19:40 GMT+01:00 Adam Sale <[email protected]>:

> Thanks for those updates Nicolas. I'm still following the same kind of
> path, with LiveAction, Optitrack and xSens. We recently picked up a bunch
> of vive trackers with the goal of checking out the lower cost Orion as
> well.
> What is the cost on the hi5 glove?
>
> We are currently using the manus, which is pretty price, though they are
> still in dev mode, and not a consumer release.
>
> The full body IK in UE with liveaction and its stabilization, terrain
> adaptation and foot locking is fantastic. I noticed a bit of latency in the
> videos you posted. Is that the screen capture software affecting mocap?
> What sort of consistent fps are you able to push with your setup?
>
> Finally, what method are you using to align HMD? The orion, kind of seems
> to use a vague pawn and camera alignment, but it seems that drif would
> occur over time between the HMD and the avatar rig.
> I've been thinking of different ways to do this, and am working at trying
> to positionally align and constrain the HMD to the head joint, but use the
> HMD Orientaion to drive the head joints rotation. This is the part that
> seems be documented the least, though I have read of a number of different
> solutions.
>
> What do you find works best?
>
>
>
> On Tue, Jan 23, 2018 at 5:02 AM, Francisco Criado <[email protected]>
> wrote:
>
>> Nicolas! Thanks for the reply! I'm sending you an email to keep on
>> contact about what you are doing on VR.
>>
>> Cheers,
>> Francisco.
>>
>> El 21 ene. 2018 6:06 a.m., "Enter Reality" <[email protected]> escribió:
>>
>>> 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]
>>> m>:
>>>
>>>> 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_32eCLYPFLJ529RohsPjjNVwo9
>>>>> P0jVMsrMw7PFsA&m=qd9AFh1uervnsSEKULKsfSrQKdFFpZlQ_7JDQHcvAj8
>>>>> &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_32eCLYPFLJ529RohsPjjNVwo9
>>>>> P0jVMsrMw7PFsA&m=qd9AFh1uervnsSEKULKsfSrQKdFFpZlQ_7JDQHcvAj8
>>>>> &s=4jswJ-mu38li93bSOdQ_getoD2WI7Ab5uIlXeNqzMzU&e=>
>>>>> >
>>>>> > If you have any questions or comment you're welcome :)
>>>>> >
>>>>> > Cheers
>>>>> >
>>>>> > Nicolas
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>>>>
>>>>
>>>>
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