recursal/Fanatic-Fandom huggingface dataset:
Profile - Kinematics

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

For avatars with disproportionate arm length try adjusting the Arm Length Projector under the Kinematics profile. This allows users to amplify their reach. And Allows ability to compensate for avatars with long or short arms. Press the caret ^ button to re-center the slider and disable the linear projection entirely - the avatar's hands would track rigidly to the controllers again.

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
Reference - VR Menu - Actions

Main -> VR menu -> Menu Bar -> **Reference - VR Menu - Actions**

## Avatar Actions

Actions are premade animations that take over all or part of your avatar's skeleton. They can be used to temporarily add motion that a performer would be otherwise capable of doing.

Some actions only affect certain parts of the body, such as upper or lower body. This can be useful for setups with limited tracking hardware.

Some actions move the player's location, such as the default Jump Up action.

Once an action ends, control is returned to the player, unless the action is set to freeze the avatar in place. To un-freeze the avatar, or stop an animation early, click the **Reset** button. [TODO- test that this is true]

Actions can also play a sound, particle effect, or spawn an object, though these won't be exported. [TODO- double check this]

Actions are defined in the SDK with the **Animation Builder**. To add actions to custom avatars, see SDK - Importing Custom Avatars#Animation\_Builder
Draft - Tutorials - All About Recording

## Recording facecap after recording mocap

Are you asking if there is a way to record mocap first and then record facecap separately but combine the two recordings?

The ability to record facecap after recording mocap has been requested multiple times. I will try to work on adding a new feature to allow recording facecap separately.

Currently I believe it should be possible to copy facecap data from one export folder to another prior to running the sceneloader. Notice in the below image that there is a .exp file that exists in the export folder when exporting the mocap/facecap. Maybe it would be possible to first record mocap without facecap and export (mocap\_only), then record facecap without mocap (facecap\_only), then copy the .exp from facecap\_only and paste into the mocap\_only folder. Then after running the sceneloader in the mocap\_only folder (where you pasted the new .exp file) it should apply both the facecap blendshapes and motion capture data to the avatar - but note that the same avatar must be used in both instances.

How about recording the avatar mocap and load it with the sceneloader, then record facecap only using same avatar and export, then run sceneloader to import the mocap with facecap keyframes, then copy the belndshapes actions from one blend to the other
Reference - VR Menu - Online Multiplayer

*For the old offline local multiplayer, see Reference - Desktop - Multiplayer. Or see the Private Servers in this page.*

## Online Multiplayer Motion Capture

Multiple players can be captured as separate characters simultaneously.

**This feature is still new and fairly buggy.**

### Capturing Mocap (Multiplayer)

> Avatars will sync between users automatically, but the effect is purely cosmetic. **For exports to work, you must have every user's avatar installed locally.** See Steam Workshop for an easy way to share avatars.
>
>

1. Wait until other users have connected to the server
2. Have all users click **Record** and then click **Ready** (in the VR Menu -> Multiplayer)
3. A countdown will begin, and then the capture will occur for all users for 10 seconds
4. All users must click **Upload** (in the VR Menu -> Multiplayer)
	1. Each character's capture will appear as the respective users upload it
	2. Each user can independently press play to view the combined capture
	3. Each user can independently export the combined capture using the **Export Bar** in the same way they would in singleplayer.

### Hosting or Connecting to Servers

#### Connect to a Public Server

Public servers are available for easy beta testing, but are limited in performance and configurability. The only public server that can do mocap is the **Mocap Room.** The others are simply social servers.

*Please do not use NSFW or illegal content in the public servers.*

1. In the VR Menu, click **Multiplayer**
2. Click **Play Online**
3. Click **Mocap Room**

### Private Servers

Private servers can be hosted on any network, locally or online.

#### Host a Private Server (Dedicated)

For best performance, use a dedicated machine running the Linux version of the APS Dedicated Server App.

See the guide on the Official Site

#### Host a Private Server (In-App)

For convenience, you can host a server while also connecting to it. This will not have the best performance and may cause glitches.

1. In the VR Menu, click **Multiplayer**
2. Click **Host Game**
3. *Configure settings (optional)*
4. Ensure that port 7777-7778 are open [TCP and UDP? TODO factcheck this]
5. Click **Start Server**

#### Connect to a Private Server

1. In the VR Menu, click **Multiplayer**
2. Click **Join Game**
3. Type in the server's IP address
4. Click **Connect**
5. Enter the **password** (if applicable)

## Troubleshooting Multiplayer

* **Disconnecting and reconnecting fixes most glitches**
* Avatars with a small file-size tend to have less issues
* Prop interaction seems to be limited to the player that spawned it. [TODO- factcheck this]

## More Info

* Official Site (Multiplayer)
* Official Multiplayer Video
Reference - VR Menu - Editing

Main -> VR menu -> Menu Bar -> **Reference - VR Menu - Editing**

## Pose Editor

The pose editor allows the most recent recording to be edited in real time using the VR controller's motion to control a specific body part. Editing the pose separately, after doing the motion capture, allows animators to fix issues and add un-capturable effects like flying or contortion.

### Editing a Recording with the Pose Editor

1. Record a clip normally, but don't save it yet. It is only editable in this state.
2. Open the **Pose Editing** menu
3. Select a body part using the controller you plan to control it with.
4. Enable **Record**
5. Press play on the **Time Bar**
6. Manipulate the body part, using your controller, in real time. Use trigger to make changes, and release trigger to allow the body part to remain in its original animation.

### Pose Editing Options

**R. Hand, L. Hand, R. Foot, L. Foot, Hips, Chest** attach control of the given body part to the controller.

*Note that the **Hips** allow control of the entire body so long as **Full** is disabled.*

**Reset** detaches all controllers from all body parts. *If anything is stuck, try the reset button.*

**Look** is similar to body part editing, but instead of controlling the head, the character's head will try to turn to look at the assigned controller.

**HMD** is similar to **Look** except that the character's head will turn to look at the current VR user's Headset position.

**Head Effector** and **Body Effector** determine how much the character will try to turn to look at the target while using the **Look** or **HMD** options. For example, if the effector settings are low, and the target is behind the character, the character's head will only turn slightly.

**Blend Speed** is the length of the blending between the characters original animation and full controller control of the body part when pressing trigger. This can create smoother transitions between the captured motion and the later edits. If set to 0, using trigger will instantly transition control. This setting is irrelevant while using the **Lock** option.

**Visible** displays a transform gizmo for reference.

**Body Physics** enables re-simulation of physics joints, if applicable. [TODO- i'm not sure whether this means dynamic bones or whatever else]

**Full** enables full-body interaction. When **disabled**, manipulation of a limb will only affect that limb. When **enabled**. manipulation of a limb past its maximum stretch point will move the rest of the body in a natural manner. This also allows manipulation of the hips without moving the entire character.

**Lock** disables trigger interaction and instead forces full control of the body part for the entire duration. *If lock is stuck, try the reset button.*

**Record** must be enabled to begin editing. Once the playback has ended, it is automatically disabled.

## Audio Editor

The audio editor can offset the delay of the most recent recording's audio clip. To use this feature, the **Lipsync** option in the Toggle Bar has to have been enabled while the most recent recording was recorded.

[TODO- I'm not entirely sure of the features or usage]
Draft - Tutorials - Using reallusion's character creator with APS

The CC3 template skeleton has been added to the AutoAvatarBuilder in the APS\_SDK so to import and build a CC3 avatar should be almost exactly the same steps as rocketbox avatars.

Also since all CC3 avatars include standard blendshapes, the autoAvatarBuilder should also auto-generate some facial emotes using some predefined templates I added for cc3 avatars, so all cc3 avatars should have a bunch of face expressions available for using with the facial expression morphing tools in luxor - and should be auto-configured with facecap, visemes and vive facial tracker mappings if you ever with to add facecap.

Here's a video that shows adding Reallusion avatars as mocap avatars: https://youtu.be/US4zInM82EM
Draft - Avatar General Notes

## About Avatar physics and interactions

When I hit the table it was only me doing an imitation. lol, however all avatars do have some ragdoll physics and you can even enable "contact interaction" which allows you to push the avatar around (eg. punching). But that features still needs some work though. But if you shoot a playback avatar with a firearm it will 'die' and fall over or tumble.

## Notes on Visemes

"I have a quick question. looking at one of the exported avatars for mouth movement I see you use the vrc.v\_x for the shape keys."

"does this mean that as long as i follow the vrc.v\_ naming for those blend shapes that it should just work out of the box on imported avatars? And does luxor support the full oculus lipsync map list as listed here?"

https://developer.oculus.com/documentation/unity/audio-ovrlipsync-viseme-reference/

The VisemesLinker component that's included with the APS\_SDK can be used to map the visemes blendshapes when building avatars:
Reference - VR Menu - Steam Workshop

Mocap Fusion VR is integrated with Steam Workshop to allow for the community to easily share custom avatars, props, and scenes.

### Downloading Content from the Steam Workshop

#### In-App

1. In the VR Menu, click **Workshop**
2. Click **Download**
3. Select an asset
4. Click **Download**

The item will now be available in your list of local assets.

#### Out of App

1. Go to the Steam Workshop page for Mocap Fusion VR
2. Subscribe to any items

Subscribed items will automatically be downloaded and will be found in your list of assets next time you launch the app. [You may need to press refresh]

### Uploading Content to the Steam Workshop

*This can only be done in-app.*

1. Activate the avatar, load the scene or add the prop that you want to upload
2. In the VR Menu, click **Workshop**
3. Click **Upload**
4. Select Avatar, Scene, or Prop
5. Edit the Title and Description (optional)
6. Choose to **Include Open Formats** (optional)
	1. *This shares the source files to the asset, so that it can be exported and used outside of Mocap Fusion VR. If you enable this, please consider putting a license for the asset in the description.*
7. Click **Upload**

The asset is now fully uploaded. It may take some time before it appears publicly on the Steam Workshop.

*You can edit the title and description later on the steam workshop page using your Steam Account.*
Firearms

Firearms are special props whose shooting function can be recorded and impact characters. Firearms can be found in the prop menu and custom firearms can be imported using the SDK.

Avatars that are shot by a gun will die and remain dead for the rest of the scene, immediately swapping to a ragdoll.

Firearms are record and exported like props. Some effects, such as the sniper scope and impact particles, are not exported.

### Firing Modes

Each firearm has 3 firing modes: **Single, Burst,** and **Auto**. Firearms start in **Single** mode by default. The performer can cycle through firing modes using the Mode button (**A** by default)

*Note: The performer can fire faster than the firing rate by repeated pressing the trigger button at a faster rate.*

### Prop Menu

Open a firearm's prop menu by pointing the UI-laser at it. Options unique to firearms are:

**Projectile Mass** is the weight of the bullet spawned

**Sound Volume** changes the sound effects of this prop

### Scope Zoom Levels

There are three zoom levels, Low, Medium, and High. The scope zoom can by cycled through by pressing the Zoom button (**B** by default).

The exact field of view of each setting:

* **Low:** 27 degrees
* **Medium:** 9 degrees
* **High:** 3.5 degrees
Reference - VR Menu - Avatars

Main -> VR menu -> Menu Bar -> **Reference - VR Menu - Avatars**

## The Avatar List

All avatars, default and custom, are listed here.

To switch to an avatar, select it, then press **Activate**.

Use the **search bar** to find an avatar by title.

All avatar files are stored in the **VR\_MocapAssets** folder, in folders with the avatar name prepended by ***avatar$**.* The folder can be opened via the **VR\_MocapAssets Folder** button or accessed directly: `%USERPROFILE%\AppData\LocalLow\Animation Prep Studios\LUXOR\VR_MocapAssets\`

Click the **refresh** button to reload all avatars from the folder. The software does not need to be restarted.

To create a custom avatar, see SDK - Importing Custom Avatars

## Troubleshooting

### I can see and select an avatar, but nothing happens

This indicates that there is something wrong with the built avatar. A known cause is when components have been added to the wrong places, such as animation builder components being inappropriately added to the root object.
Draft - Tutorials - Using Kinect on Luxor

## Note 1

It is possible to setup driver4vr so it creates virtual trackers in SteamVR for feet, hip, hands and head. in luxor it should be possible to connect the virtual trackers to each point of the avatar in the exact same way as using actual Vive trackers in the Trackers Setup menu - then pressing the timed tpose button (on the desktop UI) to calibrate the avatar while standing in tpose in view of the Kinect.

In theory it should be possible to use only Kinect with zero vr hardware, however this has not be tested and I have no idea what the resulting mocap would look like or if using any tracker filters would help. If you have a HMD then it is still good to keep it nearby to use it for basic UI interaction even while the Kinect's virtual trackers are being used as the avatar's primary tracking. If there is no VR present then you could add the "-vrmode none" argument that tells the unity application to disable vr rendering and will save on resourses. Check out the Trackers Setup for how to possibly connect all the driver4vr virtual trackers to the avatar

https://store.steampowered.com/app/1366950/Driver4VR/

## Note2

Driver4vr and the Kinect V2? Sure the Kinect is supported using https://www.driver4vr.com/. It just creates virtual trackers that act like SteamVR trackers and APS will detect them and allow you to calibrate to them. Which HMD are you using? I think the original Vive can interfere with the sensor, but my Vive pro has no issues...

Hello @Tommy, If you're using the Kinect with Driver4VR then in SteamVR you should see the body targets from the Kinect appear as basic Vive trackers. APS should detect the virtual trackers and connect the avatar's body targets to them when running a tpose calibration - just the same as using physical trackers.

Here's a video I created using APS and a Kinect for full body tracking: https://cdn.discordapp.com/attachments/738882482593857638/740373564108177479/2020-08-04\_20-43-53.mp4.

Also anyone using a Kinect for full body tracking should always ensure the "Spine Compression" slider is set to full zero.
Beta - Help - Tracking troubleshooting tips

## Smoothing out your tracking

Problem:

* Tracking shaky and/or unprecise (mostly with kinect)
* If you are noticing jitter in the mocap

Solution:

* Enable Tracker Smooting first in: VR Menu -> TRackers -> (o)Tracker Smoothing

* Then from the L.P.F.(Low Pass Filter) settings try tuning the weights (lower equals more filtering): VR Menu -> TRackers -> L.P.F SETTINGS button

* Finally you may also adjust the playback smoothing(Step slider), which will obviously smooth the playback, but this slider also controls the amount of smoothing to apply to the exported .bvh mocap data when exporting to blender and can help remove jitter from the output.

## More about bluethoot dongles

Past ~16 trackers, you start to hit "co-channel interference". Bluetooth is simply not a wide spectrum and if you get a bunch of bluetooth devices in close proximity, they start to talk over one another and crowd each other out.

When working with more than 10 trackers, I highly recommend disabling all 2.4Ghz WiFi networks in your space. Bluetooth is ~2.45Ghz and so 2.4Ghz WiFi adds to the co-channel interference problem and dramatically lowers your max device count.

The trackers ship with a USB-cradle. The idea here is that you want the PC-side dongles spread out as far apart from one another so the transmitters don't talk over one another.

If you cluster your dongles together - your performance and max device count will certainly take a hit. Most users report seeing performance issues as they start to cross past the 16 tracker mark but it's entirely dependent on your specific environmental factors.
Draft - Tutorials - teleprompter-screenplays setup in Luxor

There are a couple of ways I can think of for adding teleprompter/screenplays in luxor.

1. By placing a video file into the Animatic Viewer folder, the video will be played as a overlay in VR allowing to start recording with synced video scripts or videos of other actors, or for adding videos with scrolling text scripts, or for playing clips of other movies to mimic their movements or conversations, or to see music videos for choreography, and you can even make the animatic view screen transparent so just to hear speech, sound effects or for playing songs or parts of songs for creating the dance moves for a music video, also it can be used for playing animatics!

To use the animatic simply place a video in the folder: %USERPROFILE%\AppData\LocalLow\Animation Prep Studios\LUXOR\VR\_Animatic and luxor should play the video automatically when mocap recording starts (you might have to enable Animatic checkbox in the settings panel for it to work - or click animatic panel icon from the Desktop UI).

https://www.youtube.com/watch?v=\_hY\_rpp16wU

2. Another way could be to use the presentation pointer and just add some simple .png images with scrips text or visual guides.

To use the presentation pointer simply place a some numbered .png images in the folder: %USERPROFILE%\AppData\LocalLow\Animation Prep Studios\LUXOR\VR\_Slides (deleted any original slide images) Then in luxor menu click Addons > Tools and pick up the Presentation Pointer prop and the presenter screen should automatically display allowing you to click through each of the slide images contain while recording. the presentation pointer feature can also be used for giving powerpoint presentation and TED Talks in VR for any who's interested.

3. Use a .obj (or create a custom scene) with script images turned into meshes placed strategically in the scene. This is the most useful but is the most involved. And allows you to place a script in the scene exactly where the actor needs to be at the time of reading it. for example, placing one script 'texture' object on a table and another at a door. Then during recording when the actor approach the table they read the script, then walk to the door and read the script there.

To add a custom .obj you can place them into the folder: %USERPROFILE%\AppData\LocalLow\Animation Prep Studios\LUXOR\VR\_ImportObjs (create a new folder for you obj similar to how the other examples are setup). Or to see a quick example of a .obj with scripts in luxor click on Addons > .OBJ and select the LOBBY\_SCENE\_ELEMETNS.obj item from the list - this will add a model shoing three sciprt papers and a image of the periodic table ofelements.

^it's also completely possible to just build the custom scene using the APS\_SDK and add texture of scripts/sceneplays directly into the scene from within Unity editor.
Reference - VR Menu - Recordings

Main -> VR menu -> Menu Bar -> **Reference - VR Menu - Recordings**

## Recordings

  This is a list of individual motion recordings that have been previously recorded and saved in-app. You may select any number of recordings and add them to your current scene.

*Note: This functionality is similar to, but independent from, the Storyboards menu. It also differs from Export functionality, in that it saves recordings for future use in-app.*

### Saving a New Recording

Immediately after recording a motion, you may preserve it by using the **Save** or **Save > Add** buttons, and optionally give it a name (otherwise the avatar's name will be used.

**Save** adds the current motion to the list.

**Save > Add** adds the current motion to the list, and also to the current scene. This is the usual workflow when animating multiple characters in the same scene.
Draf - Help - Hardware

## Minimun requirements

"Hello! I was wondering if this was usable with using only the (vive) controllers and headset? I'm a bit confused about that, don't know if I require a full suit/11 tracks (I'm guessing not, but I'm just asking just to be sure)."

By default the HMD and controllers are all that are needed (and locomotion can be simulated). However when hip and feet trackers (or a Kinect) are connected then the avatar will track to those instead. Trackers are very optional. A HMD (or head tracker) and two hand controllers is the bare minimum.

## Head mounts for iphone/trackers

Head mount for iphone (Avatary):

https://youtu.be/kcAqWQ48B\_g

https://world.avatary.com/

SAS Safety 5145 Deluxe Clear Face Shield Eye/Face protection

https://www.amazon.com/SAS-Safety-5145-Deluxe-protection/dp/B000RFSLZ4

https://www.thingiverse.com/thing:4921639

## HTC Vive Tracker Band Adapter

https://www.thingiverse.com/thing:2213567

## iPhone accessories

Lightning to Ethernet Adapter, [Apple MFi Certified] 3 in 1 Network Adapter Compatible with Mobile Phone Pad to USB Camera Adapter/SD Card Reader/USB OTG Adapter High-Speed Transfer(White):
https://www.amazon.com/Ethernet-Compatible-High-Speed-1000Mbps-Transfer/dp/B08YY4BQH2/

## Other accesories

Gloves:

https://ftsame.com/E-products

Tracker straps:

https://rebuffreality.com/products/trackstrap-trackbelt-plus-vivetracker-fullbodytracking

Tundra Tracker IO Expansion Board:

https://tundra-labs.com/products/tundra-tracker-io-expansion-board

## Whats an IMU (Like Slime VR)?

Inertial measurement units, they use Kelman filter integration to determine changes in position based on linear and radial acceleration. sort of like closing you eyes in a car and making estimates on distance travled by feeling strength and duration of the vehicle's acceleration and deceleration.. roughly speaking anyway.

But IMUs are very sensitive to drift (integration error) due to the double integration interval not being infinitesimally small.

IMUs can correct for drift by comparing to a known reference point, SteamVR trackers use onboard IMUs for the high frequency/high precision changes in position, but they also use the lighthouse basestations as a absolute reference point for correcting for drift (but at a lower frequency). Slime trackers may introduce slop from drift because they have no external reference, and are probably not recommended for motion capture.

## Tracker with TS4231 chips

https://www.reddit.com/r/virtualreality/comments/p9aqtu/ive\_managed\_to\_us\_the\_ts4231\_chips\_to\_detect\_the/
Window Cleaner

Window Cleaner wears a blue hat and a blue construction uniform. He wears a tool belt around his chest and he wears white shoes.

Window Cleaner is a character in the game, Getaway Shootout. He is seen on the ''Get to the Choppa!'' map, found cleaning the windows on the third floor of the building. He is also a player in the game, which is the reason why he is a map player.

## Character Description

The Window Cleaner is seen wearing blue work pants, a blue shirt and hat, and white shoes. There are also tool straps on his torso.
SDK - Getting Started

## The Mocap Fusion VR SDK

The SDK is your means of importing custom content (avatars, props, and scenes) into Mocap Fusion VR.

### Installing the Unity Editor

The Mocap Fusion VR SDK runs on the free game engine Unity. As it is updated, you may need to update to a new Unity version.

The currently supported Unity version is **2019.4.31f1 :** Download Unity 2019.4.31f1

### Installing the SDK

For the time being, the SDK is only available to download from the Official APS Discord

1. Download and install the Unity Editor (see above)
2. Create a new project (3D)
3. Download the SDK (see above)
4. Double click the SDK unitypackage (it should be something like "*APS\_SDK v5.1.9.unitypackage*")
5. Click import

### Avatars

Avatars use Unity's built-in Mecanim humanoid system and supports blendshape visemes, face tracking visemes, custom animations and more.

Importing Custom Avatars

### Scenes

Custom scenes allow performers to see the environment the motion is supposed to take place in, as well as provide details for physics simulation.

Importing Custom Scenes

### Props

Props are physics objects whose collider and physics settings can be set up in the SDK using unity's built-in physics system.

Importing Custom Props

## Troubleshooting

### There is no APS\_SDK component, or the SDK UI does not appear

* Ensure you are using the correct Unity version (see above)
* Try creating a new unity project and reimporting the SDK

### Unity isn't recognizing any blender installation

[TODO- for now, see https://answers.unity.com/questions/619379/blender-issue-2.html]

### Unity isn't importing the textures of an .fbx file

* Ensure that the textures are attached to the materials before exporting the **.fbx**. In Blender 2.8 and later, this can be done by adding the image texture to the material's node tree, attached or unattached.
* Ensure that the textures are in the same directory as the exported **.fbx**.
Draft - About

Hey, APS is a game for SteamVR and runs on SteamVR enabled PCs and uses steamVR trackers and HMDs (or Oculus) and can record mocap using multiple avatrs, props and export entire compellations as Blender friendly files that can be imported by opening the generated Sceneloader.blend and pressing "run" and automation imports and builds the entire scene into Blender ready for final render
Draft - Tutorials - Reallusion CC3 avatars for Luxor

Check out this tutorial at 10:37: https://youtu.be/xbTp37agQqc?t=637

Here are the default mappings for one of the Reallusion CC3 avatars. Since all CC3 avatars are supported and have standard facial blendshaps I think you can press the "guess links" button to apply the default map. However not all mapping items are set because CC3 avatars do not include the same blendshapes used by ARKit - however facecap still works even if the facecaplinker is mapped to only a few or even similar blendshapes !!
Reference - VR Menu - Trackers

Main -> VR menu -> Menu Bar -> **Reference - VR Menu - Trackers**

## Full body tracking and posing

**(o)Tracker Smoothing** (toggle): Enables Spacial Low Pass Filter. Enable smoothing filters, remove vibrations from body trackers, and HMD in real time.

**L.P.F. SETTINGS** (button): Opens the Spacial Low Pass Filter settings window, to adjust the tracker smoothing filter weights and response frequency.

**(o)Save Head Calibration** (toggle)(re-connect on startup): Store the current head tracker calibration link and restore it everytime teh program starts. For facial Capture head mounts or head tracking hats.

**Restore Head** (button): Restore Head tracker Calibration. Load stored head calibration. Instant tracker setup.

**Unlink Head** (button): Unlink the head tracker and return to using the HMD for head tracking.

**(o)Save Body Calibration** (toggle)(re-connect on startup): Store the current body calibration links and restore them every time the program starts. For optical suits or when trackers will always be worn in the same place.

**Restore Body** (button): Restore Body Tracker Calibrarion. Load stored T-Pose calibration. Instant tracker setup.

**Unlink Body** (button): Unlink any currently connected body trackers and return to using basic avatar motion.

**Clear Pose Trackers** (button): Unlink the avatar from any pose trackers and delete them.

**Pose Snapshot** (dropdown): Timer interval for VR posing timer.

**Add Pose Tracker** (button): Add a new "unlinked" pose tracker. Can be manually asigned to any part of the avatar to mix ridgid posing with VR tracking.

**Refresh List** (button): Refresshes the tracker list.

**Full Body Pose** (button/toggle): Create pose trackers for all tracker points after timer (create a full-body pose).

### More on spatial low pass filter

The spatial low pass filter applies filtering to any of the selected trackers or hmd. It can be used to pass only frequencies below the selected cutoff, so for example, jitter would have a higher frequency than say walking, so jitter would be attenuated but walking would still appear mostly unfiltered.

It can also be used to attenuate large transients like snapping from loss of tracking while still passing fast motions like waving your hand without any noticeable loss of fidelity. Just remember, by lowering the slider value the more noticeable the amount of LPF filtering. The LPF filter is applied in real-time so can be used to smooth out live mocap, but the recording data will also reflect the filtering.

The interpolation smoothing slider is a purely linear function and attenuates all frequencies, but can be used to produce very smooth playback (at a cost of 'washing out' sudden changes). I use LPF to filter out wobble from feet trackers, like stomping or when running/jumping. I can still clearly see the avatar "stomp" but the jitter/wobble get filtered out.

However if I tried applying heavy linear smoothing interpolation to a stomping animation then the "stomp" becomes very washed out and appears to become slow. This is why the LPF is nice, but sometimes a little of both can go a long way as seen in this video:
Help - Tutorials

Main -> **Help - Tutorials**

Mocap Fusion (First Steps):

https://youtu.be/XdlFtt\_F-3Y

Luxor mocap avatars from .FBX using APS\_SDK - VRCMods tutorial:

https://youtu.be/oEwkhIr4ffw

Valve Index, Oculus Touch and Vive Controller - Finger motion capture

https://youtu.be/llrYbPqdFXM

Weather Simulator - Motion Capture with Snow and Rain..

https://youtu.be/Nn2XKSxJQEY

Startup guide - Full body T-Pose calibration and custom avatars

https://youtu.be/2mn5KNe\_WVU

live-record VR mocap and facecap blendshapes in Blender.

https://youtu.be/CzmyfI2yxNU

Controller tools, playhead scrubbing, speed control.

https://youtu.be/tXs4R2zO9xg

How to create .anim mocap for Unity games and avatars 😎

https://youtu.be/IWAmFGDFsYM

Blender (Live-Link) Live-Recording keyframe capture

https://youtu.be/IJiHbs8L8gM

Storyboard in VR (iterative motion capture)

https://youtu.be/LjGa9AOXMSA

Mocap, explosions and ragdolls, oh my! - APS Sandbox World Building Example #1

https://youtu.be/5IcHCxPDesQ

Properly align head tracker with the avatar's neck pivot point

https://youtu.be/wXh4J18o3uY

Adding multiple motion capture avatars in a single world (Layered Recordings)

https://youtu.be/Yt8-SLOHXMs

VR dance moves w/ video Choreography and .mp3 Mood Music 🎵 full body motion capture system [FREE]

https://youtu.be/QXtOjuc1qMQ

Vive Facial Tracker - Rexouium Avatar

https://youtu.be/a6KEhHZjOTQ

Create Blink animations for Avatars automatically (repeate)

https://youtu.be/ViQSIDD2Ti4

Motion Capture Props - Rendered in Blender EEVEE 👽

https://youtu.be/O35eciTiBjc

Locking the avatar's hands

https://youtu.be/-f39EM7kqEM

"Facial Expression Overshoot" 👀 Morph Targets Exaggeration 🥨 IPhone and Oculus Quest mocap 😹🍰

https://youtu.be/IbYdSZcvBQI

"Avatar Overlay Mode" 👑 live avatar overlays on your desktop ❤️ Vive Pro Eye and Face Tracker too 🙀

https://youtu.be/UQh8i2XIVyY

Building and recording custom mocap avatars using .FBX

https://youtu.be/7pmvmmwTu2c

Space Pilot - 3D Mouse Motion Capture in VR!

https://youtu.be/YZN\_1rXk0VY

Gamer Chair being tracked in VR + full body Avatar tracking in Unity Editor live production 👀

https://youtu.be/G9RysHnyZDE

Adding Microsoft-Rocketbox avatars to Mocap Fusion VR LUXOR

https://youtu.be/ZfpbS3cZXDk

New full body tracking feature - "feet spacing" added multiplayer in one day, testing avatar mocap in VR.

https://youtu.be/Bq6FylZH7OA

Vive Facial Tracker and Vive Pro Eye - Motion Capture Supported !!

https://youtu.be/yfUPGW388T4

Quest2 Finger Tracking - motion capture avatar - Part 1

https://youtu.be/0K5HGnbMMZ8

DAZ Full-Body motion capture using VR (.bvh tutorial)

https://youtu.be/vXGMGsslino

Adding Shoulder Tracking To Avatars - New Feature!!

https://youtu.be/kq\_qDn7Abxs

Assigning a Vive tracker as avatar head tracking

https://youtu.be/Ofr6z7cT5Fo

Live iPhone Facecap - Full Body Mocap - Blender Live-Link using VR

https://youtu.be/6yV7PfZ8SJI

Demo using Vive Pro Eye in AnimationPrepStudio Lite

https://youtu.be/\_ViUWgpEJkE

APS Sidekick face capture and Luxor mocap avatars

https://youtu.be/5-CeXhZHb1E
Janitor Dan

MIA working at the tower 1912-1956.

Janitor Dan is one of the characters in Getaway Shootout. He is a map player, meaning he appears in the Office map and when characters had traits, was good at shooting, running, jumping, and aiming. He is a skeleton, meaning he is extremely old and was once alive. However, his past live is unknown.

## Appearance

Janitor Dan appears as a white colored Skeleton with only bones in his body. No skin or insides. He is also found at the bottom of the elevator in the Office lying down and not moving. One can see him if they fall into the elevator shaft. It is assumed that he fell down the shaft and died.
Jasmine

“**Jasmine**” is one of the Creatures who hunt the people trapped in the Township with the appearance of a beautiful young woman.

## Biography

### Season One

Kevin, one of the residents of Colony House, was extremely lonely, and Jasmine was able to manipulate him into falling in love with her. Kevin would leave her bouquets of flowers on the porch, and the two would talk through a window. However, Jasmine begins asking when she can come inside.

The night of the party in honor of the anniversary of Fatima Hassan’s arrival in Town, Kevin sneaks away to speak to Jasmine. “Jasmine” tells him that she only came to say goodbye, distressing Kevin. She asks him why he won’t let her inside, and he says he can’t but begs her to stay and talk to him. She tells him that she can’t keep coming to see him knowing that she will never feel him, and that he is frightened and disgusted by her. She adds that she is just as lonely as he is, and it was not her choice to be as she is. As she turns to leave, Kevin tells her to wait, and says there’s a party downstairs, but she is the only one he can really talk to. He asks her to promise that only she will come in, and she says that once they shut the window none of the other Creatures will enter. Kevin then retrieves a crowbar and begins removing the nails keeping the window shut.

Kevin opens the window and Jasmine hops inside, shutting the window behind her. The two embrace and begin kissing. However, Jasmine ends up mauling him to death. After killing Kevin, Jasmine washes the blood off of herself and examines her reflection before opening the window to let more Creatures inside. Jasmine, Smiley, and another Creature lure Trudy into a bedroom by laughing. When Trudy enters to investigate, Smiley shuts the door behind her, and Trudy realizes they are Creatures and begins panicking. Jasmine calls her by name, explaining that they know all their names. The Creatures then begin mauling Trudy, before attacking the rest of Colony House.

## References

1. ↑ Book 74
2. ↑ All Good Things...
Reference - Desktop - Cameras

Main -> **Reference - Desktop - Cameras**

## How do I get here?

### Enable Disable Camera

Turns camera On or Off, if there is only one camera, the view ports goes to default view.

### Stream Output Channels

However if you are using LUXOR for live streaming there's actually some features for creating streaming cameras that act as video input sources for OBS *(using the directshow driver)*. Streaming cameras do not show trackers or any UI stuff. Also streaming cameras may have their backgrounds set to transparent so that the avatar can be superimposed over other layers in OBS:

This is a unique channel (0-10) that is available in OSB input. Streaming channel output selector for streaming a camera directly to OBS without needing screen capture. It also allows setting a transparent background for live streaming avatars as desktop overlays. Here's an example of compositing in OBS using output channels:

## Using Chroma Key directly from APS on OBS

It is possible to include the alpha channel directly from APS so that chroma-keying is not necessary in OBS. When you add the video capture device to OBS after selecting any of the Unity Video Capture devices try setting these parameters for custom format ARGB @ 1920x1080 - then in the APS scene camera panel be sure to turn off the switch labeled Backdrop for your streaming camera.

Your avatars (and props) should then appear as transparent overlays in OBS (but you need to be in a scene that is only skybox).

### Camera Preview

Shows what the camera is currently viewing

### Camera Zoom controls

Zooms camera in and out from its target. The amount of zoom can be viewed in the small bar below the controls.

### Camera Follow Controls

Camera follows player, extra options are available when enabled.

##### Orbit

Camera goes around the target. Speed that camera turns can be adjusted.

##### Radius

Radius of the orbit circle that camera will follow.

### Streaming Options

This options become available when choosing one of the Stream Channels

##### Backdrop

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

##### Mirror

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
Mocap Fusion VR Wiki

## What is Mocap Fusion VR?

**Mocap Fusion VR**, aka **APS**(Animation Prep Studios), aka **Luxor**, is an immersive roomscale mocap sandbox for artists and animators who wish to create and export motion capture animations, or create live content, using conventional VR hardware.

With as little as a single VR HMD(Headset Mounted Display) and two controllers users may create mocap on their own avatars. Advanced users may create more detailed motion capture including full body tracking and can be combined with other sensors (eg. Apple IPhone Truedepth sensor and Oculus Quest 2 optical finger tracking) to connect avatars to simultaneous inputs.

This fusion of multiple sensor inputs can combine many layers of motion capture in a single take; including: full body tracking, face capture, lipsync, gaze tracking, optical finger tracking.

**APS**((Animation Prep Studios)) is the brand name, **Mocap Fusion VR** is the (current) product name, **Luxor** is the (early access) code name.

To learn more about Mocap Fusion VR project go here

## Help

FAQGetting StartedDownloadsTutorialsVR Gear (Tips and Tricks)Blender integration (Mocap import and Live-View)Unity Integration (SDK and Live-View)Unreal Integration (Plugin and Live-View)Sidekick App (iphone face tracking and more)
## Social

Main Page: https://www.mocapfusion.com/home

Discord server: https://discord.gg/N4Q7Nk6G

Youtube: https://www.youtube.com/channel/UCjHMxbBzessAD-Hf4EHbngg

Twitter: https://twitter.com/MocapFusion

Steam: https://store.steampowered.com/app/1540000/Mocap\_Fusion\_\_VR/

APS on Github: https://github.com/guiglass

Blender artists: https://blenderartists.org/t/mocap-fusion-free-vr-mocap-for-blender/1163267

## Support

Patreon: https://www.patreon.com/prepstudio

Paypal: http://paypal.me/prepstudio

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles
Reference - Desktop - Animatic Viewer

Main -> **Reference - Desktop - Animatic Viewer**

## How do I get here?

Choreography tools to APS for synchronizing music and dance videos with SteamVR full body tracking motion capture. This allows mocap talents to play music videos in VR (or on desktop) while they create motion capture recordings.

And can be used to choreograph dancing moves or other complex motions, dance to your fav music videos .mp4s and .mp3s, or add ambience to your scene while you create a zombie movie! Is great for animatic, and can even function as a teleprompter or script review for playing videos of scrolling text! To enable this feature simply place a .mp3 or .mp4 into the "Media" folder and begin recording - the media will play as soon as the countdown reaches zero.

When opening the media folder you can only have file or the player won't work.
Stacey

**Stacey** was one of the people trapped in the Town. She lived in Colony House, and was close with Fatima Hassan.

## Biography

### Season One

Stacey attends the party for the anniversary of the day Fatima Hassan got trapped in the Town. She listens to Donna’s speech honoring Fatima and praising her for her kindness, strength, wisdom, and weed. Donna continues to give a very heartfelt speech, and gifts Fatima a dreamcatcher. They all then toast Fatima before continuing the party. Afterwards, Stacey approaches Fatima and kisses her.

As the party goes on, a drunk Dale talks to Stacey about the number of dimensions there are, and the differences in theories. Stacey asks if they are in another dimension, and Dale answers that they are in a pocket universe. Ellis rudely tells him that no one cares and to shut up. Ellis begins to pick a fight but Fatima defuses it. However, Dale tells her to get Ellis upstairs before he starts shooting up the place. But Fatima and Donna restrain him before he can hit Dale. Fatima asks Ellis if he is ok, and he apologizes and goes to lie down in his room, telling her to stay and celebrate her night. After he leaves, Dale calls Ellis an animal, adding “like mother like son,” and Donna punches him in the face. Later that night, Dale complains to Stacey about the lack of respect that he is shown but gets distracted by blood dripping onto him. He then looks up and sees the Smiley Creature staring down at him, covered in blood. Stacey screams, and other residents begin to panic.  Someone sounds the alarm, and chaos ensues as the residents try to flee to safety.

Stacey is not seen after the Creatures attack Colony House, meaning she likely perished during the attack.
Grand Rapids Runner Bus

The **Grand Rapids Runner Bus** is a passenger bus that transports people around the area of Grand Rapids, Michigan. While carrying 25 passengers, it became trapped in the Township.

## History

### Season One

While most of the townspeople are at Colony House to witness the assembly of the radio tower, the bus arrives in Town in the middle of the storm.

### Season Two

The driver, Bakta, pulls over in front of the Town's Diner after one of the passengers, Elgin, panics and vomits on the bus floor. Their arrival is noticed by Tom, who along with Ellis Stevens tries to get control of the situation. After being informed by Julie Matthews that her mother is trapped in the basement of their home, Tom leads two of the passengers, Brick and Randall in going down to help Jim Matthews rescue his wife. Donna Raines and Deputy Kenny Liu arrive to help with crowd control, with Donna trying to explain the situation to Bakta. However, the Matthews' house collapses, trapping Jim, Tom and Brick, while Randall escapes in time. Believing Donna to be crazy, Bakta tries to get everyone back on the bus, promising to call for emergency services. With chaos ensuing, Donna fires her shotgun into the front tire of the bus, and orders everyone inside the Diner. She and Kenny corral Bakta and most of the passengers inside, although several people run away in fear.

That night, the Smiley Creature climbs into the seemingly empty bus, and mimics driving it. When he turns on the lights, he notices an elderly couple hiding in the back, whom he then attacks. The next morning, their bodies are discovered by Bakta, much to her horror. The surviving passengers unpack their belongings from the bus, and are then led to Colony House to be quartered. Donna mentions to Boyd Stevens that she was told that there were 25 passengers aboard, and between those living and the bodies they have recovered, have accounted for 22.

Bakta moves the bus off to the side of the road. After Randall beats a member of Colony House for going through his belongings, Donna Raines forces him to stay in the bus, where he will be forced to reckon with his new reality. That night, the Creatures knock on the windows of the bus and harass Randall, who tells them that he is not afraid of them, after which they turn and leave. The next day, Randall hoists some of the chairs onto the roof of the bus, and whittles as he waits for nightfall.

## Passengers

* Bakta (driver)
* Marielle
* Elgin
* Randall
* Tillie
* Brick †
* Brian †
* Kelly †

## Trivia

* Donna mentions that Bakta confirmed that there were 25 people aboard the bus when it arrived. On the first night, at least 7 were killed: Brick was crushed to death by rubble, Brian, Kelly, the elderly couple on the bus and two unnamed passengers caught outside the Sheriff's Office were all killed in some fashion by the Creatures.

## References

1. ↑ Strangers in a Strange Land
2. ↑ The Kindness of Strangers
3. ↑ Tether
4. ↑ This Way Gone
5. ↑ Lullaby