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Pose Solver in Unity #17
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Please see if you have the same issue as GH-11. We have a different representation for angles. |
I confirm that I convert radians to degrees |
Marking wontfix as this seems to be more of a human-induced error contributed by its usage on a unsupported environment. |
Hey again |
Hi I am also bumping this up, as I have run into the same issue as @FarzanAlipour. Mixamo rig seems to not utilize the same coordinate system for rotation (more precisely, local rotation) and wonder if there could be tutorial on rigging based on the avatar model you guys have used. |
I apologise but the fact you are using an early stage library we have never personally tested yet (since we're still working on our own project and as such we cannot test it), and we only put up the packages for our own use later, means you have not taken appropriate steps to debug and fix under your own power. We may fix it ourselves only if we confirmed it on our side but for now please fix it yourself if you can. |
Just wanted to step in a bit, Moetion is supposed to be a 1:1 port of Kalidokit from Typescript to C#. So it should work relatively the same way. I personally didn't pay attention to how the angles work exactly (besides being in radians) when I translated this to C# and haven't had the occasion to test it when I was still working on it, however you may find the answer if you look in Kalidokit. |
Ok thanks @sr229 @Speykious |
Just make sure to test whether your Mixamo rigs work with Kalidokit before opening an issue about it there. |
Hi all thanks for confirming this! It is great to understand the scope of this development, and apology if I came across demanding. I just hoped to point out an issue I also came across when it comes to Moetion->Unity->Mixamo adaptation. @FarzanAlipour Here, I think I found a way to work. Further test needed, but was able to apply to one important joint for me: upper arm. I have looked into in detail what the local coordinate system of the upper shoulder of the mixamo rig is (e.g. mixamorig:RightShoulder) and found that the coordinate system is rotated away from the x, y, z definition from MediaPipe or Moetion. There I applied transformation by switching out x, y, z accordingly, based on on what global axis rotation is applied to the local rotation. For instance, that swapping is done through a code that looks like below:
This is for the upper right arm, but others will follow the same structure. I am further testing today, but no deadline tbh. Hope this helps you! |
Hey guys,
I've been trying to implement Moetion logic on Unity but the logic doesn't seem to work.
I think you are using different orientation and different 3d rigs.
Unity uses left handed (Y axis up) and I'm using mixamo rigs,
please inform me about the used orientation and rig so I can translate the code for Unity.
thanks ^^
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