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Animating two characters at the same time

Open nancDr7 opened this issue 3 weeks ago • 1 comments

First of all, thank you for your work. I have been actively using your plugin for about a year, and everything works well when animating a single actor.

Now I have a need to record two actors simultaneously, and I've run into a problem. One actor calibrates and moves, while the second remains static (with their right hand assuming a strange pose). In calibration mode, all trackers are displayed correctly.

My equipment: Unreal Engine 5.1.1 Vive Tracker 3.0 (12 units) Valve Index Base Station 2.0 (2 units) Valve Index Controllers (2 units) Headset not in use (XR Tracking Only)

Actor 1 Setup: 7 Vive Trackers Actor 2 Setup: 5 Vive Trackers + Valve Index Controllers

Project Settings: World Settings – GameMode Override – MMVR_GameBase_BP Play Settings – Multiplayer Options - Number of players: 2

MMVR_PlayerPawn_BP1: Auto Possess Player – Player 0 Auto Possess AI – Placed in world AI Controller class – AIController Player Pawn Controller ID index – 0 Tracking method – SteamVR Hand Tracking method – Default Live Link Tracker Set Struct – Configured correctly

BP_Metahuman1: Body – Anim class – MMVR_Metahuman_AnimBP MMVR_MocapActor_Component1: Is mocap target – true Player index – 0 Mocap actor rig enum – metahuman

MMVR_PlayerPawn_BP2: Auto Possess Player – Player 1 Auto Possess AI – Placed in world AI Controller class – AIController Player Pawn Controller ID index – 1 Tracking method – SteamVR Hand Tracking method – Default Live Link Tracker Set Struct – Configured correctly

BP_Metahuman2: Body – Anim class – MMVR_Metahuman_AnimBP MMVR_MocapActor_Component1: Is mocap target – true Player index – 1 Mocap actor rig enum – metahuman

I have tried various settings, but nothing has helped; only one actor moves at a time. Furthermore, when I click "Calibrate Trackers" in the MMVR interface with the selected "current pawn": If Player 0 is selected, only the first actor (ID index 0) moves. If Player 1 is selected, only the second actor (ID index 1) moves.

Could you please advise on what the issue might be?

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nancDr7 avatar Dec 02 '25 20:12 nancDr7

Thanks for the thorough breakdown of your set up! Testing multiplayer definitely is a pain point for me, and I rarely capture multiple people at once so the set up could be broken, but here are my current thoughts.

I don't think you have to enter pie mode with multiple players. It should be that when multiple player pawns are detected, as long as their Player Pawn Controller ID index's are different it will spawn a new player controller for the additional pawns. I don't even think you need to auto posses any player pawn after 'player 0' as I think the first node in begin play on the player pawn will possess the appropriate player controller (not that the player controller really does anything in MMVR.)

Other than that, I don't typically use the game mode when using MMVR as I typically just have a player pawn in the level so I can edit its public variables. I wonder if another player pawn is spawning in from that game mode and if it's overriding the one you have in your level, or creating a conflict there?

I hope that helps, and I will try to do some tests tonight on my live stream, but it might be with UE 5.5.

Megasteakman avatar Dec 08 '25 17:12 Megasteakman