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To use GDMocopi, you’ll need the following
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Godot Engine (version 4.1 or higher)
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mocopi
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Note
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If you don’t own SONY mocopi, you can still create a pseudo mocopi communication by obtaining BVH Sender from the Developer Site. |
This guide assumes that you have knowledge of the Godot Engine. For information about the Godot Engine itself, please refer to the Godot Engine documentation.
Copy all files under the libs folder from the gd_mocopi project. You can copy manually, but you can also copy by directly dropping the libs folder.
Once the copy is complete, select 3D Scenes to create a scene, and add the following nodes under it:
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GDMocopi
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PreviewAxisMocopi
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Camera3D
After adding GDMocopi, check Auto Listen in the Inspector.
By checking Auto Listen, you can automatically accept communication from SONY mocopi when the app is launched.
After adding PreviewAxisMocopi, set the location of GDMocopi in Mocopi NodePath in the Inspector.
Now, let’s actually send posture information from mocopi.
Once you launch the app, please either wear mocopi in reality or use BVH Sender to send posture information.
If all goes well, the bone information received from mocopi should be drawn on the screen.
If you are not sure about the settings, please refer to example_1.tscn. This scene file is in the state where the settings have been made up to this point.
With the work done so far, we are now able to obtain posture information from mocopi.
Next, let’s try applying the obtained posture information to VRM.
To be able to load VRM, you need a separate library.
Install VRM Importer for 3D Avatars and MToon Shader from Asset Lib.
At the time of installation completion, Addons are not enabled. Next, open Project Settings and enable MToon Shader and VRM.
Once enabled, reload the project or save and reopen it. When you restart, VRM and MToon Shader will be enabled.
Add the VRM you want to move to the scene.
If you don’t have a particular one you want to move, try using the VRM that was downloaded with the Asset addition or RAYNOS which can be downloaded from the SONY mocopi website.
Assign the Skeleton3D of VRM to the skel_nodepath of the loaded mocopi.
In the state where only VRM is loaded into the scene, you cannot specify the child hierarchy’s Skeleton3D, so please enable Enable Children from the right-click menu.
Assign Skeleton3D to the skel_nodepath in the Inspector.
If you are not sure about the settings, please refer to example_2.tscn. This scene file is in the state where the settings have been made up to this point.