IF you have any suggestions on this issue that will make a lot of help to me. Also I have tried with both Euler Quaternion but no luck. I have mapped between the axis of Polhemus and Unity. This cause marginal tilt in the actor and it starts tilting down. But these is also change in the orientation values of the other two axis as well. For example with sensor attached to my chest, when I turn left or right, I am rotating on one axis and thus my actor also turn left/right. More by Farah Khalaf Underwater Fields Motion Capture for Unity Game Character. The problem occurs when I do the rotation at one axis, the Polhemus readings for other two axis also changes. Motion Capture for Unity Game Character - Demo. From this position I want to capture the motion recordings and apply these to Unity actor. This makes the sensor 90 degree rotated in elevation. My requirement is that, I want one sensor(trackables ) on the chest in straight up position. The Polhemus sensors give the orientation readings as (0,0,0) when kept in horizontal and moving from there on, it gives the corresponding Yaw, Pitch Roll readings. I am working on a similar project where I use a motion capture system (Polhemus) and use the position orientation data to move an actor in Unity. Transform.rotation = Quaternion.AngleAxis(roll, heelToToe)Īnyone who has any good ideas how to some this problem? All suggestions are appreshiated. ![]() using the yaw obtained from the traceable (yaw of the trackable corresponds to roll of the shoe) as follows: The problem is that I can't get the shoe to rotate properly around its own axis (the forward direction). ![]() Quaternion orientation = Quaternion.LookRotation(heelToToe) Vector3 heelToToe = Vector3(toeTrackablePos - heelTrackablePos) The position of the shoe is now based on the location of one trackable (works like a charm) and the orientation is defined by the vector defined by the two trackables : While the position worked as intended the orientation didn't (due to noise in the data) and I have therefore started controlling each foot with two trackables. Originally I controlled the position and orientation of each shoe model with one trackable by directly applying this information to the model. Find this & other Animations options on the Unity Asset Store. Elevate your workflow with the Dance MoCap Collection asset from Morro Motion. Each trackable provides the following information: The High Definition Render Pipeline (HDRP) is a Scriptable Render Pipeline that lets you create cutting-edge, high-fidelity graphics on high-end platforms. I am currently attempting to make the user's feet visible, but have some issues with applying the data from the mocap system to the visualization of the user's feet (a shoe model) The user does not wear a full mocap suit, but is instead wearing a number of trackables (one on the head and two on each foot). ![]() The central cause of this is the focus on Research and Development that maximizes the metals extracted from waste.I am working on a virtual reality project where we have Unity hooked up to a motion capture system and a head mounted display. This has led to Attero becoming a patent-owning giant in the waste management zone. □ Plans to cross the 1 billion mark in the next 3-5 years ![]() □ Can recover 98% of metals with patented technology □ Difficult to extract metals out of e-waste With the mission to extract as much metal out of the electrical waste as possible, Nitin constantly invests in Research and Development and thus, has an edge over his competitors too. Their team extracted various high-value metals like Gold and Lithium from this waste which they resold to the market. Nitin, an IIT graduate, and Rohan, an NIT graduate, wanted to help nature by practicing modern techniques of waste management for electronic waste. Imagine earning that much simply by managing waste!īy creating Attero, Nitin Gupta and Rohan Gupta decided to solve the biggest problem in India: WASTE.
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