Issues with Unity Plug-In - angles translating incorrectly

NatNet, VRPN, TrackD, and Plugins
Post Reply
MikeDoherty
Posts: 2
Joined: Mon Nov 27, 2017 3:41 am

Issues with Unity Plug-In - angles translating incorrectly

Post by MikeDoherty »

We are attempting to stream skeleton data from Motive (1.5.0) to Unity (5.4.5p5) using the Unity Plugin (1.0.1).

To get it working, we found that we needed to modify OptitrackSkeletonAnimator.cs, in the CacheBoneNameMap method to change the connector in the bone names from underbars to dashes. (Example: changed assetName + "_Hip" to assetName + "_Hip".)

With that change the Ethan character in Unity appears to be moving the correct joints, but the angles are wrong. For example, dropping arms from a t-pose in Motive will become an upward curl in Unity.

Has anyone had similar issues? Any suggestions for where we can start to look for a correction?
steven.andrews
NaturalPoint Employee
NaturalPoint Employee
Posts: 738
Joined: Mon Jan 19, 2015 11:52 am

Re: Issues with Unity Plug-In - angles translating incorrect

Post by steven.andrews »

Hello MikeDoherty,

Thank you for reaching out to the community regarding your issue.

Motive 1.5 is quite old, and the coordinate system has since changed. Because of the change in the coordinate system, it may not be possible to get the correct rotational values into our Unity plugin.

If you require any assistance updating to a supported version of Motive, please feel free to reach out to us directly.

Best regards,
Steven
--
Steven Andrews
OptiTrack | Senior Customer Support Engineer
help.naturalpoint.com
support@optitrack.com
Post Reply