(OpenXR) Tracking a VR controller for Virtual Production
Hey everyone !
Recently I got into Virtual Production with Unreal Engine, and now that Blender has OpenXR support, I was wondering if someone could develop a very simple plugin to track a VR device and record the location/rotation and save it as keyframes.
The goal for this is to be able to do camera movements IRL with a rig of your choice, then put that tracking data into a camera in Blender, to achieve realistic camera movement.
Would it be hard to achieve something like this right now ?
8 Comments
i've made myself a blender utility for taking data from vive trackers recorded using a software called brekel, and binding it to puppet characters in blender. it works really really well, and i've been dying for a way to remove the brekel "middleman" so i can puppet characters directly. so yeah count me in on this!
i'd even been wondering if there's a way to pipe in vive data through python.
* @stevemillerband * I've seen someone make a github thing to use the SteamVR API with Blender and Python, but this is pretty much pointless now that OpenXR is here.
* @stevemillerband * There it is ! github.com/cmbruns/pyopenvr/releases
* @Valentin Remy * oh my god! I just tried it out and it works!
* @stevemillerband * I'd like to try as well for a virtual camera but I have no idea how to make it work :/
* @Valentin Remy * youtu.be/tTL8kdcMNsU :D
for now i'm using their example code which points to the hmd and have just made it drive whatever is the active object in blender. i need to experiment further about getting the controllers or other trackers, but i think it shouldn't be hard.
Update: I've got code now that captures any available hmd/controller/tracker and binds it to empties in blender!
last update, made an add-on! let me know if this does the trick: blenderartists.org/t/openvr-tracker-streaming/1236428
* @stevemillerband * Holy sh** ! That's awesome, gonna try this asap ! But why using OpenVR instead of the built in OpenXR ?