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NatNetSDK data doesnt have root bone postion&rotation
Posted: Tue Jan 03, 2017 12:31 am
by MaiMaiSad
Hi guys,i have some works need use NatNetSDK steaming data to control skeleton in ue4.
now is the question.
i have to use some data in NatNetSDK to control root bone's(IN UE4) rotation&position.
i see that NatNetSDK data has a root bone names Hips.but in UE4 , root bone is between two
foot.
are there some data i can use? or must i calc the root bone's(IN UE4)s ro&pos?
Re: NatNetSDK data doesnt have root bone postion&rotation
Posted: Wed Jan 04, 2017 11:02 am
by steven.andrews
Hello MaiMaiSad,
Thank you for reaching out to the community regarding your NatNet questions.
In Motive, the root bone for the skeleton is the Hip segment. I do not believe any kind of global root is provided, so this is something you would need to calculate
This may be all there is to it, but if you have any further questions please feel free to reach out to us at help.naturalpoint.com
Best regards,
Steven
--
Steven Andrews
OptiTrack | Senior Customer Support Engineer
Re: NatNetSDK data doesnt have root bone postion&rotation
Posted: Wed Jan 04, 2017 6:22 pm
by MaiMaiSad
Thans a lot for ur help,steven!
i see the plugin your team have done in Motive.
is there any Mature program make the data into UE4 skeleton real-time?
(i have see the sample in NatNetSDK,and your plugin in UE4,but isnot about skeleton,is about rigidbody.)
Re: NatNetSDK data doesnt have root bone postion&rotation
Posted: Thu Jan 05, 2017 3:58 pm
by steven.andrews
My pleasure MaiMaiSad,
Unfortunately, our plugin is only for rigid bodies. The skeleton data can be streamed as rigid bodies, but I am not sure of any setups, in Unreal, that can relate rigid body data to skeleton data.
Our NatNet SDK does give access to skeleton data, so it is possible to develop an application of your own.
Cheers,
Steven