By far the best intro video on VP I found. Thanks, bud! Can you point me to a video that walks you through a simple VP set-up - end-to-end? Nothing fancy, just a getting started tutorial with some of the budget equipment and software you have featured.
You mention that some Sony cameras can hook up to the PC without a capture card and while that´s true it doesn´t help with Unreal. At least I haven´t been able to find any way of Unreal recognising the incoming video even though Sony Remote and OBS for example are showing it just fine...
I've been wanting to try this using a short-throw projector instead of LED walls. I'm still learning Unreal Engine, but would love to see your process for tethering your real camera to the virtual camera in Unreal. Great stuff!
I’d say as the bare minimum you should invest in a VR headset. If your main concern is cost, space or portability, then go for an inside-out tracked headset like the Oculus Rift S or Vive Cosmos, however if you want superior tracking and don’t mind spending a little more, go for an externally tracked headset like the Vive Pro or Cosmos Elite; these headsets also have the added benefit of being compatible with Vive trackers. A physical rig to hold your controller/tracker is nice to have, but isn’t necessary. Same goes for external monitors and control interfaces, they’re a convenient addition but not needed if you’re just starting out - your computer’s monitor and a keyboard or xbox controller will work just fine. I’d also recommend checking out the Unreal marketplace, there you’ll find tons of free characters, animations, props and environments you can download to get started with your projects. Thanks for watching and hope this helps!
Where have you been this whole time?! This video has been much needed. Cant thank you enough for sharing all of your knowledge. You went over so much I am definitely going to be watching this a few times. You mentioned that you can do mocap using the vive. So far I have a base station and tracker. Saw the link you posted on using TouchOSC and definitely going to use the link. As far as the mocap though, what other gear would you suggest if I wanted to go that route? And which of the softwares in that list do you use? Kind of blown away about the technology you went over regarding that and what Nvidia has in store for the future using the webcam. Cant wait for that. Again, thank you so much for this video!!!
Thanks for watching and glad you found it helpful! For Vive Mocap, I'm still yet to try this out myself, however I'm going to be ordering some more trackers soon and will post a whole video on it. Based on what I've seen, most Vive mocap software requires you to have at least 5 tracking points - one controller per hand, one tracker per foot and a headset or tracker for your head, some also require a torso tracker too. In terms of the best software, the one I'll be trying first is Glycon VR as it supports Valve Index finger tracking right out of the box, and seems very reasonably priced and user friendly. Hope this helps, thanks again for watching!
I like! Just subscribed. I'm interested only in blending real (live) actors into virtually created scenes as per 'The Mandalorian' so as to make live action films, not video games. From what I've seen of the state of the art in motion capture technology, especially regarding body and facial accuracy/believability, a lot of work still has to be done to make it subtle enough to be mistaken for actual reality.
Reality Redefined Thanks This is scary ($$$) territory for me since the buy-in cost is unknown. Got the SLR, basic lenses, tripod. Anything more is...anxiety producing due to that limit of money
I can definitely relate to that, it's very easy to go down the rabbit hole of spending! There's tons more I want to explore with virtual production and I'd also like to have my own studio one day, but like you said the cost can be intimidating.
Hey, really enjoyed your video and in-depth and clear breakdown for a VP setup, especially for a someone completely new like myself. I was wondering however, if you have a video where you went through a setup of HTC Vive tracker + base stations without the HMD because I put money into those and having an extremely hard time setting those up with unreal. I keep hearing they are super easy to configure but can’t find any easy setup videos explaining that particular step. Everyone just dives straight into unreal. I was hoping if you could help explain how to setup just the tracker and base stations without HMD 🙏🏽
I'd say any of the new GTX 30 series cards would be a pretty safe bet for most applications, they way outperform the previous generation of GPUs and provide a much better price to performance ratio. The only issue is that stock is rather limited at the moment. However if you plan on rendering to an LED wall like on The Mandalorian, then you'd need a Quadro card. Thanks for watching and hope this helps!
This video series is amazing! Thank you for this! I'm learning so much. Please continue to make videos on virtual production, MoCap, Mixed Reality and so on! I'm really excited to learn more from you!
Thanks for watching! I haven’t personally used any of Oculus’ headsets as I own a Vive, but from what I’ve read the tracking is pretty comparable between the Rift S and Quest 2. Both seem accurate, so you can’t go wrong.
This is incredible thanks for putting it together! Considering you could use lighthouses and a tracker without a headset, is there any reason I couldn't do this with my OG Vive? Or do you need the pro -- are those lighthouses different?
Thanks for watching! The original lighthouses are still entirely compatible with Vive Trackers, the only big difference between the 1.0 and 2.0 is the amount of base stations you can use in the same room.
Thanks for watching! While the Cosmos is cheaper than the Vive Pro, because it utilises inside-out tracking it won't be as accurate and may cause stuttering when trying to do finer movements. Also, because it doesn't utilise base stations, you won't be able to use a Vive Tracker with the Cosmos, so you can't do Vive mocap for example. I'd say if you're just a hobbyist and are on a really tight budget, then the Cosmos will do just fine, however if you don't mind spending a little for more for superior tracking and greater versatility, go for the Pro. You could even invest in a pre-owned original Vive, which is a lot cheaper than the Pro but still uses base station tracking, making it compatible with trackers. Hope this helps!
Thanks for watching! I've mainly used Unreal for greenscreen work, having researched Aximmetry but not done much with it myself. Richard Frantzén has a good series on Aximmetry, that may be useful. I'll also link a forum post I found that might help too - my.aximmetry.com/post/168-making-a-rendered-video Sorry that I don't have an exact answer, but hope this helps!
This is all vague, lets get the nuts and bolts ....what are all the cables and component needed to use the vibe tracker...how does the data get sent to steam VR with steam VR works? No channel has details .
@@djwosa2000 I haven't tried downloading it yet as I'm still working primarily in Unreal, however I believe they said it would be free to download as of "late September". It's a bit ambiguous, but it should be available within the next couple of days. If it doesn't arrive by the start of next month, I'd say just contact their support team.
i have a question im looking into buying a setup for virtual production with led walls but i still need an explanation on how i can make my camera work like that in Mandalorian like what are the things that i need as far as its concerned about the hardware any insight into that topic would be great