NOKOV
Website
XingYing3.4-EN
XingYing3.4-EN
  • XINGYING3.4
    • Beginner's Guide
      • Hardware Setup
      • Software Quick Start
    • Ⅰ. System Overview
      • 1. NOKOV Motion Capture System
      • 2. Hardware Components
    • Ⅱ. System and Camera Setup
      • 1. Camera Models
      • 2. Hardware Assembly
      • 3. Camera Connection
      • 4. Focusing and Aperture
    • Ⅲ. Software Installation and Launch
      • 1. Network Settings
      • 2. Firewall Settings
      • 3. Software Installation
      • 4. Software Launch
    • Ⅳ. Getting Started with XINGYING 3.0
      • 1. Menu Bar
      • 2. Toolbar
    • Ⅴ. Calibration
      • 1. Calibration Settings
      • 2. Calibration Preparation
    • Ⅵ. Views
      • 1. Device Properties
      • 2. Assets Properties
      • 3. Data Casting
    • Ⅶ. Software Settings
      • 1. Recording Settings
      • 2. View Settingss
      • 3. AI Settings
      • 4. Preferences
      • 5. Other Settings
    • Ⅷ. Calibration Categories
      • 1. Preparing for Calibration
      • 2. Basic Calibration
      • 3. Updating Calibration
      • 4. Origin Point Calibration
      • 5. Partial Calibration
      • 6.Ground Calibration
      • 7. Calibration-free (Anchor Calibration)
    • Ⅸ. Markerset Creation
      • 1. Rigid
      • 2. Body
      • 3. Custom template
      • 4. Agent
      • 5. Asset Library
      • 6.Probe
      • 7.Scene library
    • Ⅹ. Data Collection and Fast Playback
      • 1. Data Collection
      • 2. Fast Playback
    • Ⅺ. Data Analysis
      • 1. Analyze Graphs
      • 2. Skeleton Graphs
      • 3. Analog Graphs
      • 4. Force Plate Data
      • 5. Health Graphs
      • 6. VMarker Graphs
    • Ⅻ. Data Processing
      • 1. Importing Data
      • 2. Create MarkerSet (Rigid)
      • 3. Use Existing MarkerSet
      • 4. Data Restoration
      • 5. Template Creation
      • 6. Template Identification and Tracking
      • 7. Data Rectification
      • 8. Use MarkerSet in Real-Time
      • 9. Marker Editing
      • 10.Marker switching
      • 11.Multi-frame recognition
    • XIII. Data Export
      • 1. Ly Files
      • 2. XRS Files
      • 3. TRC Files
      • 4. BVH Files
      • 5. HTR Files
      • 6. FBX Files
      • 7. Dynamics Files
      • 8. C3D Files
      • 9. ANC Files
      • 10. Exporting Forces Files
      • 11. Packing motion capture data
    • XIV. Human Body Template
      • 1. 53 Markers and Skeleton Definitions
      • 2. Helen Hayes Model
      • 3. Gloved Setup for 53-Marker Template
      • 4.CGM2 Body Model
      • 5.Finger Marker Point Instructions
    • XV. Data Retargeting
      • 1. Importing Model Assets
    • XVI. Third-Party Integrations
      • Force Plates
        • Bertec
        • KUNWEI
        • AMTI
        • Kistler
        • Aili Intelligent
        • General configuration
          • Import/Export Force Plate Config Files
          • Force and Torque
          • Other Configurations
      • EMG
        • ZHIYUNWEI
        • Distributed Wireless Electromyography
        • Delsys
        • Cometa
        • Noraxon
      • High-Speed Industrial Cameras
        • Standard industrial camera
        • Alkeria
        • HUIDIAN
        • DAHENG
        • DITECT
        • Network camera
        • Instructions for Hikvision Cameras
      • Inertial Gloves
        • Glove management
        • Manus
        • VRTRIX
    • XVII. Plugins & SDKs
      • 1. Unreal Engine (UE) Plugin
      • 2. Guide to Connecting Devices and Integrating VRPN Data with UE
      • 3. Use VRPN Data to Drive Rigid Body in UE
      • 4. MotionBuilder Plugin
      • 5. Maya Plugin
      • 6. Unity Plugin
      • 7. IClone Plugin
      • 8. Application of TimeCode in UE
      • 9.C4D Plugin
      • 10.Blender plugin
    • XVIII. UDP Capture Broadcast/Triggering
      • 1. Remote Control
      • 2. Remote Trigger
    • XVIIII.Log
      • 1.DisplayLog
Powered by GitBook
On this page
  1. XINGYING3.4
  2. XVII. Plugins & SDKs

3. Use VRPN Data to Drive Rigid Body in UE

Previous2. Guide to Connecting Devices and Integrating VRPN Data with UENext4. MotionBuilder Plugin
  1. To transmit rigid body data to UE using VRPN, you drive objects in the UE scene using the rigid body from the motion capture software. First, enable the "VRPN" function in XINGYING, attach reflective markers to the object being tracked, create a rigid body in Live mode, and ensure the software is in play mode.

  2. Open the XINGYING settings interface. Since UE's VRPN processes incoming data in meters, change the data unit to meters in the motion capture settings.

  3. Open the UE software, click on "Edit → Plugins" in the upper left corner to open the plugin settings window, and enter "VRPN" and "Live" in the search box. Check both "LiveLinkVRPN" and "LiveLink, " then restart the UE software.

  4. Click on "Window → LiveLink" and, in the "LiveLink" window, add a "LiveLinkVRPN Source." In the "Connection Settings, " keep the "IPAddress" at its default setting without changing it. The frame rate in "Local Update Rate in Hz" should match the frame rate set in the VR Tracker software. Enter the name of the rigid body created in VR Tracker for "Device." For "Subject Name, " enter the name of the subject. Select "Tracker" for "Type, " then click to add. The topic of the rigid body will be added.

  5. Select the topic of the rigid body, click the "+" next to "Pre Processor, " and in the drop-down menu, choose "Transform Axis Swap." In the drop-down for "Transform Axis Swap," modify the "Fornt Axis," "Right Axis," and "Up Axis" so that the transformation axes in UE coincide with the coordinate system axes calibrated in the VR Tracker software. For instance, if the Y-axis is up in the VR Tracker software, the forward axis is X, the right axis is Z, and the up axis is Y. Therefore, in UE, the forward axis, right axis, and up axis should be set to "X, Z, Y, " respectively.

  6. For the following steps, refer to the previously mentioned "Section XVII, Plugins & SDKs (I) UE Plugin LiveLink Rigid Body Application, " steps 5 to 9.

select LiveLinkVRPN
LiveLinkVRPN setting
Detail Settings