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Usage

Japanese / English

Usage

To use GDMocopi, you’ll need the following

Note
If you don’t own SONY mocopi, you can still create a pseudo mocopi communication by obtaining BVH Sender from the Developer Site.

Preparation

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.

Creating a Project

Create a new project.

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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.

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Creating a Scene

Once the copy is complete, select 3D Scenes to create a scene, and add the following nodes under it:

  • GDMocopi

  • PreviewAxisMocopi

  • Camera3D

GDMocopi

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.

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PreviewAxisMocopi

After adding PreviewAxisMocopi, set the location of GDMocopi in Mocopi NodePath in the Inspector.

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Camera3D

After adding Camera3D, open Transform in the Inspector and set y to 1m and z to 2m.

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Your preparation is now complete.

Sending from mocopi

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.

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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.

Moving VRM

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.

Making Godot Engine VRM Compatible

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.

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Search for vrm from Asset Lib.

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Download VRM Importer for 3D Avatars and MToon Shader.

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Select the file to download.

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Installation complete.

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Enable MToon Shader and VRM from Project Settings.

Adding VRM to the Scene

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.

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Associating mocopi and VRM

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.

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Place VRM

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Check Editable Children.

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Child elements can now be selected.

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Select GDMocopi.

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Select Skeleton3D inside VRM.

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The movement in SONY mocopi has been reflected.

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Please turn off if the display of bone information is in the way.

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.