VR (HTC Vive) motion capture into blender?

Hi there, I am wondering if anyone has experience of trying to record the motions of a headset and controllers (either in blender or a 3rd party prog) for import into blender?

I am basically trying to get the positions and movements of all three devices (relative to each other), from inside a program, captured/recorded into a way which can be imported into blender. If anyone has any experience, this would be very good! The only solutions I’ve found is rather expensive software.

To be clear, i am NOT trying to view blender scenes within the headset, but get the controller/headset movements imported into blender in some way.

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Ok well anyone interested I solved my own problem with Brekel OpenVR Recorder (it’s very expensive, but has a free demo 10 second capture).

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Very interesting.
What was your experience with it? Did you use addtional trackers or only the headset and the HMD itself?
How was the cleanup process?
Did you have trouble with crashes?

I can only reply with my experience, but FWIW: My system is AMD FX-9370, GTX 1060 3GB, 16GB ram, so not cutting edge.

I found use of this program had only a limited effect on VR. Occasionally while having it open and also playing VR, one of my controllers would slide away/ lose tracking for a few seconds, but that’s likely to be my ageing (and slightly overclocked) CPU. However, it was a problem DEFINITELY more manifest with the program open.

I only tried the demo version, which records only 10 seconds at a time, but you can add a count down timer (to get your headset and controllers back on properly before starting), with audio bleeps for the countdown, start rec and stop recording. The software is relatively easy to use and exports to FBX which can be imported into blender. It exports the controllers, headset AND base stations but these are all separate objects and you can delete the base stations easily.

The only real problem I had was when i wanted to add my own texture in cycles. It would not change it from some ultra-black texture that even the strongest light would not illuminate. I messed around with things for a hour or so and eventually found a setting on the mesh object’s DATA section called Remove Custom Split Normals, which fixed it in an instant. Although it’s a demo, it saves the movements to a file without limitation. It’s worth a try, but the full version is VERY expensive.

Hope that helps!

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Thank you for the write up. :smile:

The split normals problem might be because the normals are inverted. Flipping them might work.

Anyway, when you say it imports the controllers and headset it sounds as if it imports models as opposed to empties like similar softeare does. Is that correct?

It does have empties involved. They mesh objects are under them in the hierachy, I dont know why it has them but they are there.

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This is exactly what I was thinking today and I found it now. About any script or program that can track and record every location and rotation of your controllers and headset.

So after you can transfer this info into any bone of your character.

Best bet is probably create a Unity3D project that reads all your VR gear and then outputs the values to Blender.