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Merge pull request #24 from stereolabs/rework_plugin
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Update 4.1 and Rework to plugin architecture
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Bvallon-sl authored Apr 9, 2024
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# Stereolabs ZED - Live Link Sample
ZED LiveLink Sample for Unreal Engine 5
ZED LiveLink Sample for Unreal Engine 5.

# zed-livelink-mono
**Important**: Starting from the version 4.1.0 of the ZED SDK, the ZED Live Link plugin has been reworked.
This new sample contains :

This sample can be used to send either camera tracking data or skeleton data from one camera into Unreal Engine 5 using Live link.
All the information is available [here](zed-livelink-mono/README.md)
- a *real* Unreal plugin that can be added to any UE project.
- a mono and fusion sender that **do not** need to be compiled using the **Unreal Engine source files** anymore.

If you find any bugs or have feedback regarding this new sample, please contact us at support@stereolabs.com

# zed-livelink-fusion

This sample can be used to send skeleton data from multiples camera using the Fusion API (introduced in the v4.0 of the ZED SDK) into Unreal Engine 5 using Live link.
All the information is available [here](zed-livelink-fusion/README.md)
![](images/livelink_ue_300.gif)

## Set up Live Link Plugin

# Unreal Project
### Import the plugin

This unreal project shows you how to use the body tracking data sent through live link to animate a 3D model.
This plugin allows you how to use the body tracking data sent through Live Link to animate 3D avatars.

You can find more information on the Stereolabs [documentation](https://www.stereolabs.com/docs/livelink/livelink-ue5/)
- Create a new Unreal 5 project if you don't have one already.
- Go into the root folder of your Unreal Project (where the "Content" folder is located).
- Copy the **ZEDLiveLink** folder in the "**Plugins**" Directory of your project. Create a "Plugins" folder if it does not already exist.

The next time you build and open the Unreal project, the ZEDLiveLink plugin should be visible (and enabled) in the Plugins window (Edit -> Plugins).

## Connect to a livelink Source
![](images/zed_plugin.jpg)

In the "LivelinkMap" level, it no longer automatically connects to a live link at Start. Now, you need to do it manually by either selecting a Source in the Live link window or Pressing 'S' in the scene which will open a basic UI with all the sources available. You only need to click on the source to connect to. With this method, connecting to a source will automatically disconnect you from all other sources, meaning you can connect to only one source at a time.
### Set up a scene

You only need to add a **BP_ZEDLivelink_Manager** to your scene to make it operational with our plugin. It's available under `Plugins/ZEDLiveLink/Content/Blueprints/Animation/BP_ZEDLivelink_Manager.uasset`.

## Select the remap asset
A sample scene called "LiveLinkMap" is available under `Plugins/ZEDLiveLink/Content/`.

The ZED SDK now has multiple skeleton formats (Body 34, 38, and 70) available for animating a 3D model.
You need to make sure the correct remap asset is selected in the Anim Blueprint of Actor you are using in your level. Indeed, each body format has its own remap asset (as the name and numbers of joint is different).
The remap asset **must** be set in the **Anim blueprint**, in the **ZED Livelink** pose component.
### Connect to a Live Link Source

For example, if you are using the Body format *Body_38*, open the **ABP_ZED_Manny** anim blueprint, select the **ZED LivelinkPose** component and, in the Detail panel, set the **Remap Asset** field to **RemapAssetBody38**
The "LiveLinkMap" level no longer automatically connects to a live link at Start. Now, you need to do it manually by selecting a Source in the Live Link window.

![](./images/remap_asset_selection.PNG)
- Open the Live Link window (Window -> Virtual Production -> Live Link).
- Click on **Source** -> **Stereolabs Source**.
- Set the IP address of the sender, and the type of connection (Unicast or Multicast)
- Click on **Create Source**.

![](images/connect_source.jpg)

## Senders

> **Note:** The senders **do not** need to be compiled using the **Unreal Engine source files** anymore. You can build them like any other application using CMake. Please refer to the [documentation about our samples](http://localhost:1313/docs/samples/) for guidance if needed.
### Live Link Config Files

The senders come with specific configuration files, "ZEDLiveLinkConfig.json" and "ZEDFusionLiveLinkConfig.json".

They can be used to configure the Body Tracking and Fusion parameters. You can also edit the code directly like you would with any other body tracking sample, and remove the part about reading the config file.

By default, the senders need these files. You can either put them right next to the built executable apps or pass the path to them as a command line argument of their respective sender.

### zed-livelink-mono

This sample can be used to send camera tracking data and skeleton data from one camera into Unreal Engine 5 using Live Link.

### zed-livelink-fusion

This sample can be used to send skeleton data from multiple cameras using the Fusion API (introduced in the 4.0 version of the ZED SDK) into Unreal Engine 5 using Live Link.

> **Note:** Make sure to put the path to your ZED360-generated Fusion configuration file in "ZEDFusionLiveLinkConfig.json", under `json_config_filename`.
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