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Mirrored avatar joints are not mapped! #6

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hyunaseo opened this issue Dec 13, 2024 · 10 comments
Open

Mirrored avatar joints are not mapped! #6

hyunaseo opened this issue Dec 13, 2024 · 10 comments
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bug Something isn't working

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@hyunaseo
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Describe the bug
I am currently using the Meta Movement SDK to track both body and face movements with my avatar. When I use the default avatar in the Dynamic Load Scene, everything is tracked properly, and the mirrored avatar reflects these movements as well. However, when I input my custom avatar URL and run it, I encounter an error stating that the avatar animation does not include XR, as shown in the attached screenshot. Additionally, as illustrated in the scene image, the joints of the mirrored avatar fail to map correctly. Could you help me identify what might be causing this issue?

I have also attached the settings from Ready Player Studio for your reference.

Files
https://models.readyplayer.me/675bdc174af252e804e270f7.glb

In addition, make sure to run those files through the example scenes first. If you encounter errors or warnings, try to make sure they are not responsible for the issue.

Note: You have to ZIP archive them first in order for GitHub to accept the upload.
If your files are confidential:

  • Try to create a similar, but intellectual-property-free Unity example project or build that reproduces the bug in the same way (so any community member can have a look)
  • Otherwise, still create this issue and send the files (or a link to them) discretely via email

To Reproduce
Steps to reproduce the behavior:

  1. Go to '...'
  2. Click on '....'
  3. Scroll down to '....'
  4. See error

Expected behavior
I want my customized avatar to be linked to my face & body tracking with Meta Quest Pro.

Screenshots
Error1

Error2

StudioScreenshot

Desktop (please complete the following information):

  • Ready Player Me Meta Movement Support package version
  • Meta Movement package version: 71.0.1
  • Unity Editor version: 2022.3.54
  • Operating System: Windows

additionally (if significant for the bug):

  • Device: [e.g. iPhone6]
  • OS: [e.g. iOS8.1]
  • For WebGL: Browser [e.g. stock browser, safari]

Additional context
Add any other context about the problem here.

@hyunaseo hyunaseo added the bug Something isn't working label Dec 13, 2024
@Marvin-Bai
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Did you try to create your avatar using these steps?
image

I think the avatar you added is not XR compatible. I had similar issue before, now it works with the XR avatar

@hyunaseo
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hyunaseo commented Dec 16, 2024

Thank you. But on "https://dev-sdk-xr.readyplayer.me/avatar" I cannot get my avatar using an image.
Is there other XR-enabled subdomain with image input?

(When I use the customized avatar from the above link, it works! :) )

@hyunaseo
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Marvin, also do you know how to adjust the avatar's height or distance of the body joints?
When I use the avatar, it looks kinda weird, especially around the waste haha.

@Marvin-Bai
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I didn't use an image to generate an XR avatar; it doesn't support it yet, as the facial expressions need some extra mesh update, I guess.

I also noticed the weird joints, it looks shorter than usual and seems missing some parts around the hips. I am still looking for a way to fix it. My initial thought would be in the Avatar configuration, you can adjust the position of joints.

image
image

@hyunaseo
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Well, when I adjust the joints in the file of your figures, they are NOT applied..

@Marvin-Bai
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Well, maybe the tracking mapping issues. Let's share the solution here if any of us find the workaround.

@hyunaseo
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Yup thank you! I'll leave here if I find some :)

@hyunaseo
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Hi! Instead of using the default scene provided by the Ready Player Me SDK, save the avatar prefab locally using the tool. Then, add it to a new scene and apply the body and face tracking from the Meta Movement SDK documentation as you would for a general avatar. This way, the issues with the avatar’s clothes or body proportions looking strange get resolved!

@Marvin-Bai
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Hey, that's awesome! Thanks for sharing it. I will try it next week. Have a good weekend! 😁

@hyunaseo
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Yup! Hope it works. Happy new year :)

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