recursal/Fanatic-Fandom huggingface dataset:
Sniper

Sniper

The Sniper is a weapon in the game, Getaway Shootout. It can be obtained by touching it. The sniper has an almost black color palate.

## Usage

On PC, the player can tap ''R'' on their keyboard to shoot, or press the crosshair button on mobile. This weapon will one-shot any player and can hit multiple if aimed correctly.

## Glitches

* The sniper's bullets can go through walls if there is a player in line with the bullet trajectory and the sniper's path has already hit one player.
Getaway Shootout

This is Getaway Shootout

## System requirements

None

**Getaway Shootout** is a challenging racing and parkour game by New Eich Games. It was released in August 2018. The game is currently five years old.

Click here to play Getaway Shootout online for free!

## Objective

The objective of the game is to get to the finish line first. Along the way, collect weapons to protect yourself and to get there as quick as possible. Get at least three getaways to win the game. Collect coins to unlock different characters.

## Controls

**PC:** W to move. Hold W to aim your jump. E to jump. R to use weapon.

**MOBILE:** Tap the left and right arrows to go in different directions. Tap ''R'' to use the weapon.

## Characters

* Standard Steve
* Standard Sarah
* Stalker
* Fatman
* The General
* Harry Water
* Indiana Loans
* Ramflow
* Bus Driver
* Chaffeur
* Chef Boy RPG
* Flight Attendant
* Hot Dog Bob
* Hot Dog Worker
* Janitor Dan
* Panini Pete
* Panini Worker
* Parachuter
* Pilot
* Truck Driver
* Window Cleaner
* Baller
* Futbalista
* Bigfoot
* Doge
* Ghost
* Albert the Monkey
* Mr. Narwhal
* Hilldog
* Rocket Man
* Mr. Rump

## Weapons

* Sniper
* Shotgun
* First Aid Kit
* Shield
* Teleporter
* Bomb
* Rocket Launcher
* Knife

## Icons

* Finish Flag
* Death Icon
* Camo Upgrade
Bigfoot

This is Bigfoor

Bigfoot is a character in the game, Getaway Shootout. He is categorized as an animal, but this is proven to be a coincidence, because the future is still collecting DNA of Bigfoot. He is one of the most likable characters in the game.

Bigfoot appears to have a angered expression on his face and has brown hair all over him. He has grey skin and has sharp teeth hidden.
Shotter

Shotter

Shotter is a weapon in Getaway Shootout. The shotter is a shotgun.

## Usage

On PC, players can simply press ''R'' on their keyboard to shoot or the crosshair button on mobile. This weapon deals more damage the closer the target is to the user. The weapon can kill someone in one shot, but it will take 2 or more if they are farther away.
Indiana Loans

This is Indiana Loans

Indiana Loans is a character in the game, Getaway Shootout. He is categorized as an Action character in the game. When characters had traits, He was one of the most used characters in the game, and he was good at jumping and aiming.

He appears as a spy, wearing a black suit with a blue bowtie and a white collar. He wears brown detective shoes, and has a brown detective hat.
Mr. Narwhal

This is Mr. Narwhal

Mr. Narwhal is one of the characters in the game, Getaway Shootout. He is the one of most likable character in the game, and is characterized as an Animal. When characters had traits, he specialized in jumping and running.

Mr. Narwhal had grey and light grey skin and a sharp horn on its head.
Baller

## Lebron James

This is Lebron James

Lebron James, also known as ''Baller,'' is a character in the game, Getaway Shootout. He is characterized ''Athlete'' in the game. When characters had traits, he was very good at running, shooting, and jumping.

He appears as wearing a dark blue-ish and yellow basketball jersey. He also wears shorts in the same color. He wears red and white striped socks and black and red shoes. He wears a white headband and has a beard. Also, he has black hair.
Help - Tutorials - Video and Music in Luxor

This tutorials shows how to use VR choreography tools on 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.
Help - FAQ

Main -> **Help - FAQ**

Before we start will like to mention that the current name of the software is **Mocap Fusion VR**, but it is also know and **APS Luxor**, or just **APS(Animation Prep Studios)** or just **Luxor**, so all these names can be used interchangeably in this wiki.

* In VR, they are available in the bottom part of the VR menu (Use B button to open VR menu).
* In the remote control window located in VR Menu->Settings->Viewports tab->WEB REMOTE button.
* In the Sidekick app.Simplified controls are available for positioning the avatar in the scene remotely.

In **VR mode**(while wearing the HMD), open VR menu and in the toggle bar hit the Export Button/arrow. Enter a folder name where the files should be written. Then ensure mocap is playing in the scene before pressing the export button to export the current scene
Users may export the current playing scene as Blender friendly files from the "export" panel. Be sure to have recorded some mocap first and that it is currently playing in the scene before pressing the export button (as LUXOR only exports what is currently being played). In this video (at 3:14) shows exporting a scene as animation (.bvh) data and all of the mocap model files for the scene into a new project folder. that can be used to automatically import and setup the scene for rendering in Blender using the meta data and the local assets and animation files.
Steve

⤢ Show Subpages

 Characters  **General**  Gallery      ◀

This is Steve

Steve is a character in the game, Getaway Shootout. He is a starter character that all players have. He is one of the two starter characters, while Sarah is the other.

His categorization is "Standard."

## Appearance

He is wearing blue pants, a white t-shirt, and black shoes. He is also bald with black eyes.
Chef Boy RPG

Sushi Chef is a character in the game. Getaway Shootout. He is categorized as a Map Player. He also is good at cooking, hence the name, Sushi Chef.

Sushi Chef had a white chef's uniform with an white chef towel wrapped around his waist. He also wears a chef hat, and he is the tallest character in the game. Sushi Chef is one of the most likable characters in the game, and is one of the rarest characters unlocked.

edited out: "meaning he has good speed, shooting, running, jumping, and aiming. He is the second best character in the game." Characters no longer have advantages.

He is now called Sushi Chef
Getaway Shootout Wiki

## Welcome to the Getaway Shootout Wiki!

Our goal is to write information on everything that **Getaway Shootout** has to offer! Here, you can explore of all the unique characters, astonishing weapons, precious icons, and more! This encyclopedia is not fan based, so everything on this wiki is informative and completely wholesome. We want to be the best encyclopedia we can become, and we need your help! Before continuing into the wiki, you'll need to read the Community Guidelines, so you'll know how to interact with this wiki! We are the growing encyclopedia about the Getaway Shootout game! Make sure you read the guidelines again! Before you'd want to contribute to any pages or anything else, make sure you create an account and create a new page! Below are some community rules to keep the momentum going.

* ***Be respectful to all of the community members of this growing encyclopedia, and edit freely on any articles. There may be wrong information on some of the pages.***
* ***You'll also have to ask for permission before editing this home page. Without asking for permission before editing, you will become banned.***
* ***Reading these rules are extremely important, because if you don't and do something without knowing the risks, you will be banned from the wiki.***
* ***If someone is teasing, bullying, threatening, or any other contribute to these terms, contact a available admin, and they'll be on it***

## Characters

SteveSarahStalkerFatmanThe GeneralHenry WaterIndiana LoansRamsflowWindow CleanerChef Boy RPGBigfootWindow CleanerDoge
## Featured Pages

DogeBigfootGetaway ShootoutWindow Cleaner/GalleryIndiana Loans/Gallery
The General

This is The General

The General is a character in the game, Getaway Shootout. He is the character that appears in every single round, shouting ''Get to the \_\_\_!'' He is categorized as an Action character.

The General appears as the leader of the air force. He wears a green shirt with yellow sqaures patented on them and wears green pants with a pocket on the side. He wears black shoes and has grey short hair.
Draft - Tutorials - Using OBJ objects in Luxor

There is a basic .obj importer built into APS just for adding reference mesh and guides:

https://discord.com/channels/738881083256471703/738882482593857638/841863431120617472

## About imported .OBJ objects

The .obj import feature was included so users may add reference mesh into a scene for visual references. A couple examples might include visualizing boundaries, obstacles or guides such as places to stand or paths to walk along without having to build a complex scene or asset for Unity.

But the .obj import feature is very limited! One other use for .obj import I think was cool was how it could be used to quickly load .objs that included textured planes (screenshots) that I created which displayed snippits of a script that I had placed in 3D. Then in LUXOR I could load any of the .objs I had created previously and see my script in VR and was able to walk from one script panel to the next, while the placement of the panel in the scene along with other reference geometry made reading the script intuitive and I could place a script directly above something I wanted to discuss.

Or while creating a talk show, I placed a few scripts located around my person so I knew which camera to look at while reading the appropriate script. However all .objs are static and currently are not able to be grabbed (only props created with the APS\_SDK may be set as intractable).
Bus Driver

Bus Driver is a character in the game, Getaway Shootout. He is categorized as an ''Map Player,'' which means he is seen on a map in the game. This also meant he used to be one of the best players in the game when characters had stats.

Bus Driver appears to have a grey workers uniform, and three yellowish buttons stitched in the front of his shirt. He wears black shoes and has the same color hat.
Help - Terminology

*Synonymous with: character*

#### Platform

A special prop entity with recorded, controllable motion that characters can board, usually a flying vehicle.

*Synonymous with: vehicle, vehicle platform, helicopter, plane*

#### Scene

The term Scene is used ambiguously in 2 meanings:

1. The 3D background
2. The 3D background, but also all props and avatar animations that are currently loaded

Notes:

* The current scene (context **1**) can be swapped in-app without removing the currently loaded props and avatars.
* Custom scenes can be built in unity and imported (context **1**)
* The current scene (context **2**) can be saved using the **Storyboard Editor**

*Synonymous with: world, environment, background, setting*

#### Storyboard

A series of saved scenes (context **2**). This differs from the traditional meaning of the term.

The saved scenes are called **Pages**. The storyboard may just be called a **Story**

#### Blendshape

A morph of a 3d object. Blendshapes must be created in 3D modeling software like Blender (in which they are called shapekeys) and are used for lipsync, face tracking, and more.

*Synonymous with: shapekey, viseme*

#### Emote

A facial-expression preset that can be controlled via joystick input or keyboard shortcuts, in place of or in addition to face tracking. Uses **Blendshapes**. In custom avatars, they are defined with the **Emotion Builder**

*Synonymous with: Emotion, Expression*

#### Action

Separate from emotes, actions are skeletal animations that can also play sounds or spawn objects. In custom avatars, they are defined with the **Animation Builder**

*Synonymous with: Animation*

#### SDK

The tools used for importing custom content. See SDK - Getting Started

#### Unity

The free game engine that the SDK and the app itself run on. You will need to install the Unity Editor in order to use the SDK.

An **game object** or **object** is any item in the unity hierarchy

A **component** is a modular system that can be attached to a game object. Some are built-in to unity, and some are added by the APS SDK

A **collider** is a component that defines the shape of a physics object.

A **rigidbody** defines the physics properties of a physics object

#### Root Object

The highest object in the Unity hierarchy. The object that the APS\_SDK component should be added to.
Reference - VR Menu - Export Bar

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

1. **Open Folder:** Opens a file browser windows to choose the path the save the scene
2. **X:** Closes the Export Scene bar
3. **File name field:** Shows there the scene will be saved
4. **\* Save button:** Saves the scene
5. **Options:** Opens the export setting window

## Export Settings Window

Motion capture data export settings window. Controls how the data will be exported.

## Export Objects

1. **[ ] Export Avatarts:** Exports any Avatar assets currently in the scene.
2. **[ ] Export Props:** Exports any Prop assets currently in the scene.
3. **[ ] Export Cameras:** Exports any VR camcorders currently in the scene.
4. **[ ] Export .OBJs:** Exports any .obj assets currently in the scene.
5. **[ ] Export Scene:** Exports any Scene assets currently in the scene.

## Additional File Formats

1. **[ ] .anim:** Export .anim file that can be used in unity engine.
2. **[ ] .dmx:** Export .dmx file that can be used with SFM.
3. **[ ] Include Blendshapes:** Include blendshape curves in .anim and .dmx files.
4. **Scale multiplier:** For .dmx files. Allows correcting nocap data scale in SMF. Eg. to convert Meters to SFM units: 52.47.
5. **Simplify Curves sliders** Keyframe reduction (simplify curves). Removes keyframes within the specified tolerance. Lower values removes fewer keyframes but result in larger file size.
6. **Slope Type dropdowns:** Change the curve handles tangents types. Available values are: FLAT, IN, OUT, IN OUT.
7. **DEFAULTS button:** Resets all .anim settings to defaults.

## Advanced Options

1. **[ ] Daz Optimization (.bvh):** Exports the .bvh using an optimized format for importing into Daz. This will likely not be compatible with blender.
2. **[ ] Leaf Bones Follow Y Axis:** Toggles behavior when encountering missing "\_end" bones. When enabled, leafbones point along bones "Y" axis. When disabled, leafbones point towards the parent bone.
3. **[ ] Include DynamicBone Chains:** If the avatar has dynamicbones include the chains in the exported mocap data.
4. **On First Frame:** What pose to use in mocap animations first frame.
	1. Tracked Pose: Use the mocap animation on first frame.
	2. Bind Pose: Use the .fbx rest pose on first frame.
	3. Force T-Pose: Forces armature into T-Pose on first frame.

## Motion Filters

1. **[ ] Interpolate:** Apply linear motion smoothing.
2. **Interpolation Strenght slider:** Smoothing weight (logarithmic scale). Pres the little arrow to return value to default.

## Export Button in VR

The export button is small in VR, it can be found at the bottom of the Toggle Bar
Reference - VR menu

Main -> **Reference - VR menu**

## Introduction

**VR Menu** is where most of the stuff happens and where your work is done, for recording and setting up you interface. Click on the slides below to get a preview of each section.

[TODO: The VR menu has changed, see new items Multiplayer and Workshop]

VR Menu Windows* VR Menu - Welcome
* Reference - VR Menu - Avatars
* Reference - VR Menu - Profile
* Reference - VR Menu - Actions
* Reference - VR Menu - Addons
* Reference - VR Menu - Recordings
* Reference - VR Menu - Settings
1/7
## The interface

### Menu Bar

Click on the image or link for more information.

### Time Bar

Click on the image or link for more information.

### Toggles and settings Bar

Click on the image or link for more information.

### Export Bar

The export bar is displayed when clicking on the export button on the bottom of the Toggles and settings bar. Click on the image or link for more information.
Reference - VR Menu - Toggle Bar

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

## Visibility Toggles

**Controllers:** Show or hides controllers on the avatar (disable by default)

**Trackers:** Shows or hides trackers on the avatar (enabled by default)

**Avatar:** Toggles avatar visibilty (enabled by default)

## T-Pose Adjustments

**T-Pose:** Adjusts avatar height to match view point. check out this video at 13:35 that shows how to better align the head/eye offset using the tpose trackers mannequin helper: https://youtu.be/oEwkhIr4ffw?t=815

To open the Tpose helper area click on the TPose toggle to the right of the VR menu. Then while looking into the VR mirror it should be possible to adjust the head tracker offset and eye height on the helper mannequin to achieve a better fit:

**Lock avatar scale** button to prevent avatar from resizing (during tpose calibrations). Adjust the avatar for your best fit (which should be slightly undersized) then lock it.

## Other

**Lipsync:** Enables bisemes animations of the mough to record speach animation.

**EXPORT:** Changes/Opens export bar.
Sistema Xeinam (OC)

El sistema Xeinam es el sistema es el sistema natal de la Raza vaxiana en la constelacion Carina en esta misma se encontrarian 4 planetas orbitando una gigante Azul llamada Xeinam los cuales serian

1 Roxul

2) Leio

3) Vaxia

4) Daxul

## Roxul

El Planeta mas cercano a la gigante Azul y el planeta con el clima mas caliente del sistema este mismo tendria temperaturas que incluso superarian a Mercurio , este mismo debido al extremo calor es uno de los planetas con menor tamaño del sistema pero que al mismo tiempo tiene una mayor presencia de minerales siendo practicamente un planeta de carbono al la superficie estar compuesto de una gran cantidad de estos mismos debido al calor de la gigante Azul

## Leio

El ultimo planeta del sistema interior de la gigante Azul este mismo tendria temperaturas similares a Venus en la superificie esto con una mezcla de ser del tamño similar a la tierra pero cercano al anillo de asteroides del sistema , viendose en la superficie de este mismo como corre en vez de agua lava al igual que los volcanes constantemente haciendo erupcion junto con el ocasional meteorito que es atraido por las multiples lunas que este mismo mundo tiene

## Vaxia

*"El planeta con suerte del sistema Xeinam"* en simples palabras se resumiria Vaxia

   A diferencia de los otros mundos previamente mencionados , Vaxia cuenta con un climea ideal para la vida , al igual que con una sola luna , este planeta se encontraria en el exterior del sistema de la gigante Azul recibiendo un calor similar al de la tierra idoneo para la vida y protegido de los asteroides por Leio en el interior y el gigante Gaseoso de Daxul en el exterior del sistema

Vaxia a sufrido recientemente solamente una gran modificacion en la superficie del planeta por parte del impacto de un meteorito que salio del cinturon de asteroides que separa el interior y el exterior del sistema , este mismo causo un daño marcado en el hemisferio central donde una vez habia un gran continente ahora se encuentran 2 y un par de islas

## Daxul

Daxul el escudo y la catapulta gravitacional para los Vaxianos este gigante gaseoso orbita en lo mas externo del sistema Xeinam , funcionando como el escudo protector de Vaxia al igual que la catapulta a la hora de lanzar semillas fuera del sistema , este mismo cuenta con multiples lunas que lo orbitan las cuales algunas son meteritorios que el gigante atrapo mas no impactaron en su superficie
Help - Blender integration

Main -> **Help - Blender integration**

Live-Recording directly in Blender (live-link) without needing to export from APS. Users can now instantly record animation keyframes in Blender without needing to export the scene.

Here is an old legacy video when you had to export first to blender to get your content to Unity, this is no longer the case with Live-View, but the overall process how to get content exported to blender is still relevant even if the interface has changed somewhat. This video will remain here while a new updated video is created.

## Importing only cameras to blender from Luxor

Using APS after you export the mocap files you can use Sceneloader to import and auto-rig the cameras from the mocap data exported by APS, the scene geometry is optional, but mocapped cameras can be quickly imported into any scene using the script.

## Cleaning up mocap animations in blender

https://www.youtube.com/watch?v=n5o0GS4ZYLQ&t=2s

https://www.youtube.com/watch?v=eBYdmcBnzxs&t=333s

## Retargeting animations

https://www.youtube.com/watch?v=kLe5zfjJ8Jc

## Minecraft plugin for blender

I'm using an addon for blender that will import the animation directly into minecraft itself. So i can't use anything besides blender
https://youtu.be/iyMdTYWY-PI

## Override the render model using a .blend

"When I source the model from a .blend in the scenebuilder, the only thing that needs to be the same is the armature, right? The model can have different clothes meshes on it, right?"

To override the render model using a .blend the one thing that matters mostly is that the armature in the .blend matches the mocap source avatar; the .fbx that was used to generate the custom avatar for APS.

Also all .blend armatures should not be posed/reset all pose, then when the sceneloader runs and reaches LOAD\_HUMANOIDS\_FROM\_JSON function it tries to append the .blend models before trying to locate a fallback .fbx model. So if a myavatar\_0.blend exists then sceneloader will append the .blend model instead of importing the myavatar\_0.fbx.

So by appending the .blend then all Blender objects and parameters should carry over. For several renderavatar\_0..n.blend models each one completely different in character mesh, textures, materials, particles, lights and modifiers. Then each would still be completely compatible to use with the same mocap avatar so long as they share the same armature.

If the mesh differ greatly then there could be clipping, like if you recorded character putting hands on hips in VR using avatar with small waist, then used a render avatar with larger waist; hands would clip through waist..
Rotom-Filter

## Summary

Rotom-Filter is an Electric/Poison type Pokémon introduced in the Generation 9 game Pokécrack Shit Brown, as an alternate form of the Generation 4 Pokémon Rotom.

## Lore

Rotom-Filter is created when Rotom possesses a sewage filter. The form of Rotom-Filter includes a toilet tank and a shower head arm to spray sewage over opposing Pokémon.

## Gameplay

Base Stats
 Rotom-Filter

Move Changes
 Lost

Abilities
 Rotom-Filter
Draft - Troubleshooting - Jaw flap issues

"To get the character's mouth to move when talking, using the jaw bone instead of blendshapes, do i need to add any components to the avatar, or should it work just with the armature linker?"

Jaw flapping should work if the jaw bone was assigned in the Unity humanoid setup

"The jaw bone is set up correctly in unity and the aps sdk, i can hear the microphone playing back from the recording in aps, but jaw isn't flapping"

"I fixed the jaw flapping by adding the mesh to the face renderer, but now the jaw is flapping the wrong direction. How would i go about changing the direction it rotates?"

Just tested the sk\_ru\_lat avatar and the jaw appears to be working. This is how it looks in my editor:

"Oooh my selected jaw bone is different to yours"

"Yours is y down mine is y forwards, don't know how that's happened, it seems when i applied the rest pose in blender it flipped the jaw,
don't understand how" ok somehow doing the export again i got it correct this time?????"

It should work regardless of the jaw starting rotation.. But I'm glad you were able to fix the jaw orientation. I'll have to go over the code that rotates the jaw in APS and try to figure how to generalize it.
Help - Unreal Integration

Main -> **Help - Unreal Integration**

This tutorial shows a feature that was recently added to luxor v3.6.0 for streaming SteamVR motion capture data directly to avatars in Unreal. This video covers some of the steps for setting up the github example Unreal project and how to connect it to a running instance of Luxor mocap fusion to use simple VR hardware for creating full body motion capture live!

https://github.com/guiglass/Realtime-Mocap-UE4

https://github.com/guiglass/Unreal\_Engine\_5\_Live\_Production\_Example

Get the latest APS Live-Link plugin, available for both UE4 and UE5 on Download page.

When I tested that avatar I created a new project in Unreal 4.25.3 and followed this tutorial: https://youtu.be/4KohSyTp2fc?t=67
Reference - VR Menu - Menu Bar

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

Reference - VR Menu - AvatarsReference - VR Menu - ProfileReference - VR Menu - TrackersReference - VR Menu - ActionsReference - VR Menu - AddonsReference - VR Menu - RecordingsReference - VR Menu - StoryboardsReference - VR Menu - EditingReference - VR Menu - FacecapReference - VR Menu - Settings
Help - Unity Integration

Main -> **Help - Unity Integration**

Tutorial that allows recording motion capture in VR and exporting the data as Unity compatible .anim files. These new options allow users to very quickly create animations for Unity game development and for crating animations for avatars.

And included is built-in keyframe simplification for allowing users to adjust the amount of cleaning of unneeded keyframes to reduce the file size of the generated .anim files!!! Creating animations for Unity avatars can now be done entirely with APS (and no longer requires Blender to convert the mocap data).

It's simple as exporting the recorded mocap from Luxor, then copying the .anim file into your Unity project.

"Tried to build my avatar in unity . shows up in the bottom of luxor and shows the activate button. preview doesnt show up and clicking activate doesnt do anything"

After building the avatar in Unity using APS\_SDK does the avatar appear normally after pressing the Play button? If the idle animation appears okay that shows the unity humanoid configuration had been setup correctly. There's also a "set animator tpose" button that shows when the editor is playing which sets each bone exactly as it's stored in the Unity humandescription (which is used by Luxor for retargeting). I have seen some .fbx avatars become offset due to issue with the .fbx armature or Unity humanoid setup but am not sure if this will be helpful

## Export a shape key animation from Blender to Unity

https://www.youtube.com/watch?v=dVDTr1ojznU

## Live-link and HDRP demo 2

It's possible to live-link with Unity 2021 and HDRP scenes. Here's a video that shows APS live-link to a avatar with toon shaders in a realtime raytracing scene being rendered on a 2080TI as live-production.
Draft - Tutorials - Building Props for APS

Every time I try to import a character or prop I always get the same error message:

Are you using the 'Prop Builder'? The prop builder imports props directly from .blends files but you must ensure that the .blend file was saved using a compatible version of Blender as is set in the "Blender path" in the prop builder panel:

I think this video shows the exact same error at 3:24 and how to set the proper Blender version: https://youtu.be/ZfpbS3cZXDk?t=204

Instead of importing the .blend using the legacy prop builder tool, it is now recommended to export the prop from Blender as a .fbx (ensuring it is to scale) and saving it directly to the Unity project. Then place the new .fbx into the Unity scene and add a APS\_SDK component, select prop from the dropdown and press build prop:
Help - Downloads

Main -> **Help - Downloads**

## What you need

### Hardware & Software Pre-Reqs

There are a few things you need first before you can install Mocap Fusion VR (aka APS Luxor).

1. **A VR capable computer:** Something upper than a Nvidia GTX 1060 or AMD equivalent model will be ok.
2. **A VR Headset:** Any headset supported by Steam VR will work. Examples, Vive, Vive PRO, Vive Pro Eye, Valde Index and Oculus Quest.
3. **Steam VR installed:** You can install thru Steam.
4. **All your drivers installed:** Your need to install all the drivers needed by your VR headseat to be visible by Steam VR.
5. **VR playspace configured**

### APS software essentials

1. **Get Mocap Fusion VR (aka APS Luxor):** You can get Luxor on Steam for free as a Playtest version. Free version is funtional but has some limitations. If you want the full version you need to:
	1. Download Mocap Fusion VR on Steam.
	2. Support the project on Patreon, that will enable your supporters account.
	3. Join the project's Discord server, and request your loging credentials, once you have those you will log in to enable all features.
2. **Get Unity:** Download Unity hub and install latest supported Unity version (2019.4.31f1). You will need this to import custom avatars, props or just so a live mocap directly to Unity. Download here
3. **APS SDK for Unity:** This is required to be able to export models or props to Luxor. Download here. You can also find the SDK within LUXOR itself going to **%USERPROFILE%\AppData\LocalLow\Animation Prep Studios\LUXOR\Addons\APS SDK Unity**

### Other APS software

1. **Luxor Sidekick app:** For face tracking with Luxor and your iPhone. Download here.
2. **APS Live-Link Plugin** for Unreal Engine 5. Download here
3. **APS Live-Link Plugin** for Unreal Engine 4.27. Download here
4. **APS Live-Link Plugin** for Unreal Engine 4.26. Download here
5. **Finger Tracking app (for Oculus):** Download lastest .apk here

### Other Software

1. **Blender:** 3D software to edit and render your mocaps. Download here.
2. **Unreal:** It is possible to do live mocap with Unreal engine too. Lastest suppported version is Unreal 5. Download here.
3. **OVR toolkit:** Steam app to be able to view your desktop inside VR. Get it on Steam.
Reference - Desktop - Tracker Setup

Main -> **Reference - Desktop - Tracker Setup**

## Introduction

Trackers setup non-VR (Desktop window). Use this window to add your trackers to the setup. If you have already assigned body trackers thru steam, they will be detected automatically. If you want to enable extra trackers for props you can do here.

## The interface

### Top menu

1. **Enable Avatar:** Two selection modes HMD(VR) or Trackers setup

> HMD(VR)(button):Connect the avatar using the HMD only profile.
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> Trackers(button):Connect the avatar using the trackers profile.
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2. **Remove Pose Trackers** (button): Unlink the avatar from any pose trackers and delete them.

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

4. **Refresh List** (button): Refreshes the window

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

6. **Reset floor** (button): Resets floor

### Tracker list

1. HMD is assigned to head tracking only

2. **OFFSETS** (button): Opens the offsets window for adjusting tracking position

3. **Export Raw Data** (check box): Exports this trackers raw mocap data to the blender scene loader. Export raw tracker mocap data as empties in Blender. Useful for props.

4. **Pose Snapshot Options: Keep tracker Link** (checkbox): Queue this tracker for pose snapshots.

1. **Track point** (dropdown): Select what part of the body is going to be tracked. Available are 13 points of tracking (Head, Chest, Hip, Elbow L, Elbow R, Clav L, Clav R, Hand L, Hand R, Knee L, Knee R, Foot L, Foot R.

2. **World Space** (check box): Sets the pose tracker to either world space or room space.

3. **Lock** (check box): Lock the posing tracker in place when changing targets. E.g. Lock head tracker offset to prevent tpose calibration from affecting headtracker offset.

4. **DELETE** (button): Unlinks and removes tracker from list.

## Offsets window

Offset controls will be different depending if you are adjusting HMD or a tracker assigned to head.

1. **Position (x axis):** Positions eyes target in the x axis.

2. **Position (y axis):** Positions eyes target in the y axis.

3. **Position (z axis):** Positions eyes target in the z axis.

4. **Neck Pivot** (slider): Tilts the avatars neck so as to point the head slightly up or down.

5. **Reset Eyes Target** (button): <-That.
Reference - VR Menu - Time Bar

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

1. **Gravity:** Gravity adjustment for propd and ragdolls.
2. **Smoothing:** Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
3. **NearClip:** HDM camera's near clip plane. This should be adjusted out if the avatar has hair, big node or objects like glasses that is blocking your vision.
4. **Volume:** Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

1. **Audio Space:** Include the following 3 options: Fill Area, Linear 3D and SQ.3D.
2. **Frame number indicator and scroll:** View the frame number that is currently playing. Click and hold on arrow to scroll in the timeline.
3. **Repeat toggle:** Enabled by default, animation repeats indefinitely when enables
4. **Camcorder:** Spawns a camera for recording.

Controls the animation playback, available controllers are: **Reverse**,**Play**,**Stop**,**Pause**,**Fast Forward**

1. **VR Mirror:** Spawns a big mirror in front of the character to view the current avatar. When the mirror is visible, point one of the VR laser pointers at the top right corner of the mirror and click the lock icon.
2. **Handheld Mirrors:** Spawns small mirrors either in left or right wrist of the avatar.
3. **Record:** Starts recording animation of the avatar.
4. **Preview:** Previews the mocap animation.
5. **Clear Scene:** Removes all avatars and props from the scene.
Reference - VR Menu - Settings

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

## How do I get here?

In the settings panel there are several things you can configure to customize the way MFVR behaves. Settings panel is divided in 4 different tabs (Interface, Environment, Performance, Viewports).

Settings tabs* Settings - Interface Tab
* Settings - Environment Tab
* Settings - Performance Tab
* Settings - Viewports Tab
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## Interface tab

In the interface tab you will have access settings that control the way the recording interface behaves, as well as audio/microphone settings, Export Scene settings, Live View settings and Assets settings. Click on the image for more details.

## Environment tab

World and physics settings can be controlled here. You can control environment effects like rain, change the floor, ambient lights and other things. Click on the image for more details.

## Performance tab

Here you will have access to the Rendering and Recording settings. You can adjust things like recording framerate, recording and playback quality levels, as well as limit the VR framerate if needed. Click on the image for more details.

## Viewports tab

This area controls the camera feeds and desktop view. Click on the image for more details.

The web API can be used for sending commands and requesting avatar pose data from LUXOR. Here's one example of syncing with LUXOR using Python and Blender Live Mocap viewport sync: https://youtu.be/6yV7PfZ8SJI And another example showing how to sync a Unity Editor project with LUXOR Live Mocap viewport sync using Unity's Mechanim muscles: https://youtu.be/xS1sQDHV7vI (edited)

LUXOR also includes a very simple web interface (and shows API usage examples). To open the web interface enter this path into a browser: %USERPROFILE%\appdata\LocalLow\Animation Prep Studios\LUXOR\API\APS\_Remote.html
Vehicle Platforms

Vehicles can be animated using in-app controls and physics. Characters can capture mocap while attached to the moving platforms.

### Spawning a Vehicle Platform

Click the **Platform** button in the bottom-left of the lower VR Menu. The performer will automatically be transported and attached to the platform.

#### Spawn the default vehicle model

While the Vehicle Platform menu is open, open the VR Menu and select a custom vehicle model from the props menu.

#### Spawn a custom vehicle model

While the Vehicle Platform menu is open, open the VR Menu and select a custom vehicle model from the props menu.

To create custom vehicle models, see SDK - Importing Custom Props

### Recording

Once the platform and model are spawned, a recording can be started. The vehicle's movements will be recorded.

### Piloting

The currently supported vehicle types are:

#### VTOL

Can fly straight up and down, for example, helicopters.

Left joystick forward/back: Up/Down throttle

Left joystick left/right: Left/right throttle

Right Joystick forward/back: Tilt forward/back (Pitch)

Right Joystick left/right: Rotate left/right (Yaw)

#### Fixed Wing

Traditional airplanes.

Left joystick forward/back: Forward throttle

Left joystick left/right: Rotate left/right (Yaw)

Right Joystick forward/back: Tilt forward/back (Pitch)

Right Joystick left/right: Roll left/right (Roll)

### Manual Adjustments

Directly under the platform are controls for manually adjusting the position of the platform. Keep in mind that physics is still applied. The platform model may block the view, so adjust before it is spawned in.
SDK - Importing Custom Scenes

## Scenes

Scenes are 3D environments for Mocap Fusion. By importing the environment that your mocap will take place in, performers can see the scene around them through their headset while recording motion. Some features, such as physics simulation, also utilize the scene.

### Importing a Scene

1. Set up the scene in unity, including colliders, materials, etc
2. In the Unity Toolbar, click **APS\_SDK** -> **Window** -> **Scene Asset Builder**
3. Click **Build Current Scene**
4. Drag the new **.scene** file into the Mocap Fusion VR's **VR\_MocapAssets** folder, located at `%USERPROFILE%\AppData\LocalLow\Animation Prep Studios\LUXOR\VR_MocapAssets\`
	1. *The folder with the new .scene file should open automatically to ..\**Assets\APS\_AssetBundles\Scenes***
	2. *You can ignore any .meta files*
5. *(optional)* Place the scene's **.blend** or **.fbx** file in the same folder with the same name.
	1. *This enables the scene geometry to be exported along with the mocap animation, for convenience. Otherwise, you can insert the scene geometry manually in whatever program you are exporting to.*
	2. *If you want textures to be included in the export, pack them into the **.blend** file.*
6. *(optional)* Take a **PNG** screenshot of the scene, and place it in the same folder with the same name

## Troubleshooting

### The world is far away from the default spawn

For convenience and compatibility, try to set up your world in unity so that the world origin (0,0,0) is at ground-level in your scene, at a location where you would like the user to spawn in.

To view the world origin in the Unity editor, add a Cube to the scene and reset its position to (0,0,0)

### Physics objects are ignoring the world / Raycast Locomotion isn't working

In the Unity editor, ensure that the world has **colliders**, and that the objects with colliders are set as **static** in the inspector.

Raycast locomotion currently works best with smooth landscapes, like hills, and may fail to function in some scenes.

### Building the scene is stuck on "Compiling Shader Variants"

This can take a long time, will finish, and is normal. It should only happen the first time you build the scene.

### Building the scene takes a long time

* All other previously built scenes are also be rebuilt. The only current known workaround is creating a new project to speed up scene build times.
Reference - VR Menu - Profile

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

## How do I get here?

There are some options located under the Profile menu that allow adjusting shoulder flexing weighs and stuff like hand/controller alignment. Also the *rotate chest with controllers* option might help. And in the profile you can also adjust the avatar's scale so the feet are just flat on the ground and knees are straight (or whatever fits best) and then click lock icon so that the arm proportions won't change - setting up a avatar profile should be done using the VR mirror (lock the mirror in place by clicking the "lock" icon located in top right of mirror panel) - then be sure to save the profile!

## Kinematics

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## IK Dynamics

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## Mesh Visibility

Toggles meshes on this avatar. Useful for toggling separate objects like hats or clothing, or swapping between body meshes.

This does not impact the skeleton itself, and thus does not impact motion capture.

[TODO- are these settings reflected in exports?]

## Expressions

**Expressions**, also known as **emotes** or **emotions**, are blendshape presets typically used for facial expressions. This is separate from face tracking, thus ideal for those without access to face tracking hardware.

Slots 1-4 can be set to a specific expression. These slots correspond to the slots on the 2-axis **Facial Expression Morphing Tool**. While held, the joystick/trackpad can be used to morph between these presets.

To add expressions to your custom avatar, see SDK - Importing Custom Avatars
Reference - Desktop - Multiplayer

Main -> **Reference - Desktop - Multiplayer**

**This page is outdated.** See Reference - VR Menu - Online Multiplayer

## How do I get here?

Currently only LAN multiplayer is supported. Check that the same custom avatar is present in **%USERPROFILE%\AppData\LocalLow\Animation Prep Studios\LUXOR\VR\_MocapAssets** on both machines

## Multiplayer space calibration tips

"I've been testing the multiplayer mode with someone sharing the same playspace, and I can't seem to get real life movement between the both of us to sync up properly. Is there any way to calibrate multiplayer that I'm missing?"

"So like if we're both aligned at one side of the play space, and move to the opposite side, we're like two feet out of sync. It may be related to grow/shrink or avatar scaling, but I'm unsure."

When running room setup in SteamVR it's critical that both playspaces are setup exactly the same, where the room perimeters for both playspaces must agree as closely as possible!!

And it's important that during the calibration step where you point the controller to specify the room forward that both spaces be calibrated to point in nearly to exactly the same direction!!

Any angular difference between the two will cause divergence and can become noticeable towards the edges of the space. It's recommended to have the same person do the room setup for both systems - that way, that person will have a better chance of setting up the two spaces exactly the same!!

Also yes, if any scaling or slew offset is applied to the player in-game this would cause misalignment between the two spaces! Pressing the "Reset" player position button located on the lower panel of the holographic UI will re-center the player(s) back to the in-game origin and should then agree on the 'absolute' origin.

Also while wearing an HMD and in SteamVR, before starting a game you can see the room origin as the center point of the concentric circles in the SteamVR universe room, try placing a piece of tape on the floor directly at the room origin point, then check that both HMDs agree on this origin point!!

## About avatar parameters for multiplayer

Is this option safe to use for multiplayer?

Changing parameters in the avatar profile will not cause any affine transformation to the player or origin. However the slew controls located on the lower panel (eg. fly, rotate, translate, scale) will cause the player's origins to move and offset to occur.
Harry Water

Harry Water is a character in the game, Getaway Shootout. He is categorized as an Action character. His name and appearance is inspired by the name, Harry Potter, a popular book series.

## Appearance

He appears to be wearing blue swimming trunks and blue slides. He has gray glasses on and scurried brown hair. He is also not wearing the shirt because of the character's obsession with water.
Reference - VR Menu - Facecap

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

## How do I get here?

Is there a way to mocap fullbody and then do an override 2nd run, but only the face for adding facial animations on top of what is already recorded in scene?

From the Blendshapes panel you can see live feedback for each of the blendshapes from the sidekick, or manually adjust the weights for individual shapekeys.

Facecap Dubbing creates layered facial capture to create or edit facecap after recording mocap. Use controller's trigger or slider to mix in new facecap.

There was just recently added a new facecap dubbing feature that allows adding layered facial capture to avatars during playback review.

After recording mocap and while the avatar is playing, and with the Sidekick app connected try adjusting the Dubbing Weight slider to 100% while making faces at the sidekick, then after turning the slider back to zero you should see the new facecap is layered on top of previous facecap, this can be repeated until desired results are achieve, also you can click the green or purple radial buttons to link the VR controller's triggers to the dubbing weight for more precise control

## Blendshapes examples for facecap

Here's an .fbx that includes all of the ARKit blendshapes that would be compatible with facecap. If artists are sculpting blendshapes by hand when creating avatars.

I found this mesh was very useful for me as a guide so I could easily see what each facial blendshape needed to look like in 3d: https://github.com/hizzlehoff/FaceCapOSCReceiverExample/blob/master/Face-Cap%20OSC%20Receiver%20Example/Assets/FaceCap/Avatars/FaceCapHeadGeneric/Fbx/FaceCapHeadGeneric.fbx

I think the blendshapes for the default avatars are a little over expressive, and especially the jaw. If you see any of the blendshapes are too intense it's possible to adjust the weights for each blendshape and fine to tune them for a particular avatar
First Aid Kit

This is the First-aid Kit

The First Aid kit is a weapon in Getaway Shootout. It has the ability to heal the retriever fully. It is one of the most important weapons in the game.

It appears as a white suitcase with a red cross in the middle. This means it has something to do with healing, doctors, nurses, or hospitals.