Asghar
Asghar
NNormal
Created by Asghar on 10/4/2024 in #🤝ask-a-question
Meta's Movement SDK with Normcore
Normcore wasnt able to handle all the bones data. Implemented it with Fusion 2 Successfully.
16 replies
NNormal
Created by Asghar on 10/4/2024 in #🤝ask-a-question
Meta's Movement SDK with Normcore
@Normcore Assistant does normcore support compression and decompression?
16 replies
NNormal
Created by Asghar on 10/4/2024 in #🤝ask-a-question
Meta's Movement SDK with Normcore
@Normcore Assistant This is a reply from a Movement SDK's developer.
Hello, like mentioned previously, only the host character should have logic to drive the character. The client character should not contain any logic other than applying the pose that it receives over the network, which means that components that drive locomotion (such as the PlayerController) shouldn't be present on the client character. The pose that should be sent from the host should be the pose after all updates to the skeleton are done. To get the final pose, take the position and rotation of all of the bone transforms in the skeleton (i.e. Hips, Spine, Chest, UpperChest etc.) after all modifications to the skeleton are done (end of late update).

The pose data should be compressed and sent at a reasonable update rate, using networking optimization techniques. An article that explains some techniques can be found here: https://gafferongames.com/post/snapshot_compression/.

To summarize, the host performs all logic to make the character move, while the client has only the skinned mesh that is driven by the result of the host's work.
Hello, like mentioned previously, only the host character should have logic to drive the character. The client character should not contain any logic other than applying the pose that it receives over the network, which means that components that drive locomotion (such as the PlayerController) shouldn't be present on the client character. The pose that should be sent from the host should be the pose after all updates to the skeleton are done. To get the final pose, take the position and rotation of all of the bone transforms in the skeleton (i.e. Hips, Spine, Chest, UpperChest etc.) after all modifications to the skeleton are done (end of late update).

The pose data should be compressed and sent at a reasonable update rate, using networking optimization techniques. An article that explains some techniques can be found here: https://gafferongames.com/post/snapshot_compression/.

To summarize, the host performs all logic to make the character move, while the client has only the skinned mesh that is driven by the result of the host's work.
Guide me on the compression, sending, receiving and the decompression part of the process. P.S I am using a custom character not Meta Avatar.
16 replies
NNormal
Created by Asghar on 10/4/2024 in #🤝ask-a-question
Meta's Movement SDK with Normcore
They are not meta avatars. I need to know how to get the final pose data or if there is any other way to do it.
16 replies