UE4 First Person CPP Neuron Template ==================================== v0.5.4 Created by Heiko Fink aka Cyx Contents: --------- I. Description II. Requirements III. Installation IV. Configuration V. Contact, Donation VI. Greetings VII. LICENSE VIII. Third party copyrights and trademarks I. Description ============== This template is based on the Unreal (R) Engine 4 First Person C++ 4.10 template and enhances it with the support for the Perception Neuron (TM) motion capture suit. Perception Neuron (TM) is a motion capture suit from Noitom financed by a Kickstarter campaign last year: https://www.kickstarter.com/projects/1663270989/project-perception-neuron Further details about the suit here: https://neuronmocap.com Please use this thread to discuss the technical details about this template: https://forums.unrealengine.com/showthread.php?85318-Perception-Neuron-Template&p=384125#post384125 How it is done: - UE4 connects over a TCP connection to the BVH server and retrieves the raw ASCII BVH data - Each tick one motion line is parsed and locally stored - The stored rotation and transition data is then recalculated to map between the different coordinate systems and rotation orders. - The animation graph reads this information and replaces the rotation and transition for each bone. To get a better performance the network handling and calculation is done in C++. A custom blueprint node retrieves this data from the C++ world and pumps it into your animation blueprint. To handle and configure each network connection separately a custom controller actor was implemented. II. Requirements ================ * Make sure that you have Unreal Engine 4.10.1 or newer installed. * Make also sure that you have Visual Studio 2015 installed. The community edition is free for individual developers. Don't be afraid if you aren't familiar with C++ and don't want to change the code. Unreal automatically compiles the code while opening the project for the first time. You can just close Visual Studio and save the changes after starting. * Axis Neuron SW Player (Free version is available here: https://neuronmocap.com/downloads) or alternatively you can use my free minimal BVH send server here: https://github.com/Cyx69/bvhsend/releases Note: ----- If you don't want to use a C++ template, there is also a binary plugin. This plugin can be used in any of your projects without a need of using a C++ compiler. The binary plugin version 0.1.0 can be downloaded from here: https://github.com/Cyx69/TP_ThirdPersonNeuron/releases/download/v0.3.0/Perception_Neuron_Plugin_0.1.0.zip III. Installation ================= * Download the template under: "https://github.com/Cyx69/TP_ThirdPersonNeuron/releases". * Unpack the file to your UE4 template folder, for e.g. "C:\Program Files\Unreal Engine\4.10\Templates\TP_ThirdPersonNeuron". Make sure that the project files are placed and visible under "...\Templates\TP_ThirdPersonNeuron" after unzip. * Launch Unreal Editor and click on "New project". * Under C++ you should now see a template called "TP Neuron". * Create a new project with the above template selected. IV. Configuration ================= The template was developed and tested with Unreal Engine 4.10.1 and Axis Neuron 184.108.40.2065. The C++ development was done with MS Visual Studio Community 2015. To connect from the template to the Axis Neuron SW following settings should be done in the Axis Neuron SW: - Open File|Settings dialog - Activate under Broadcasting BVH and choose port 7001 - Configure under Output Format: * Frequency reducing: 1 * Block type: String * Rotation: YXZ * Activate 'Displacement' * Deactivate 'Reference' Per default the template connects to 'localhost' (127.0.0.1) and to port 7001. You can change these settings in the Controller Blueprint if you want to use a separate PC or other ports. And you can add further controllers if you want to retrieve motion data from additional suits or BVH server. V. Contact, Donation ==================== Heiko Fink aka Cyx EMail: email@example.com If you find the template or parts of it useful, please support me and the further development and make a donation here: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=DYZEA9A3MLA5Y VI. Greetings ============= Special thanks to: - For sponsoring the plugin work Benedikt Engelhard (firstname.lastname@example.org) Many thanks to: * Everybody which helped me to improve and develop this template further * Epic for providing the world best game engine for free * Noitom for providing us Kickstarter Backers a motion capture suit for such an affordable price * Blender Foundation for developing one of the best open source tools out there * Makehuman for their awesome free tool to create human characters * Microsoft for providing a free C++ IDE for individual developers VII. LICENSE ============ The MIT License (MIT) Copyright (c) 2015 Heiko Fink Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE VIII. Third party copyrights and trademarks =========================================== Perception Neuron (TM) is a trademark of Beijing Noitom Technology Ltd. Unreal (R) Engine is under the copyright of Epic Games, Inc.
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