As the name implies, this is about playing around with marionettes in VR.
Read up about it here
- Oculus Rift + Touch, or Vive
- Unreal Engine 4.14
- Visual Studio installed
- VICO Dynamics plugin. (It's unfortunately pretty expensive for an Unreal plugin, but the results are well worth it.)
You should be able to open the .uproject file and run it.
- Open up
BP_Marionette
- Click the skeletal mesh component and replace it with your own mesh
If your mesh uses a different skeleton than the Unreal default skeleton, you'll also have to:
-
Make sure your skeletal mesh has a physics asset associated to it with constraints set up (look at
Mannequin/Character/Mesh/SK_Mannequin_PhysicsAsset
for reference) -
Inside
BP_Marionette
, take a look at the components calledLeftHandRope
,RightHandRope
,RightFootRope
,LeftFootRope
,HeadRope
. They have a property calledbone name
in them, and make sure to change that to reflect the bone structure of your own skeleton.
Optional: You can tweak things like rope width and length in the components mentioned above.
Unreal doesn't support the Oculus Avatar SDK yet, so I had to fake how the hands and gestures are done. You can find those in MarionetteVR/Core/Hands, with the blueprint called BP_Hand
.
The pawn is at MarionetteVR/Core/VR_Pawn
. It listens to trigger/grip presses from the controllers, and passes that along to BP_Hand
.
The default map is Theatre
. There is also a map called Creepy
inside MarionetteVR/Maps
. You should check it out ;)
All the marionette stuff is in MarionetteVR/Marionette
. The BP_Marionette
is the main blueprint for it, and BP_Nub
represents the little tab/nub that you use to drag individual string around.