Uploaded May 2021 | Updated September 2026, 12 minutes ago
Very Important when setting up SteamVR to use both an Oculus Quest and Basestations you MUST set "activateMultipleDrivers": true in: SteamVR\resources\settings\default.vrsettings
When I first received my Quest 2 I tested with SteamVR trackers hoping it would be simple to setup full body tracking. I realized quickly that was not the case and that the Quest 2 and SteamVR playspaces would not agree and were totally out of alignment from one another. After research I could not find any convenient or built-in solutions for re-aligning the spaces back together.
The technique I applied for calibrating the space offsets was something I picked up from a machine learning course at Stanford. Using Eigendecomposition for minimizing the sum of squares error, the alignment of the two playspaces can be calibrated in seconds using purely best-fit approximation and eliminating the need for the user to have to set any offsets manually. Integration occurs as the player moves the controller-and-tracker together as a single unit. Thus for the user to calibrate the space they need only move the controller-and-tracker together allowing the regressor to find a "best-fit" which aligns the two spaces back together. Simple to use, but not to explain!
A decent calibration can be achieved very quickly using this method, needing only integrate over a few feet to make a close approximation. But the approximation continues to improve with larger sweeps.
And was the most elegant (eg. least time consuming) approach I was able to think of. And eliminates the need for adjusting manual dials or entering offset values manually after each time the Quest 2 origin changes after the HMD enters sleep mode!!
---
This feature is still in development and is currently available in the latest beta v3.5.8. Really hoping this helps many Quest users align their basestations more quickly and create better full body motion capture! Please let me know how you think of the new features! =D
Please join the Discord for more info on the project:
discord.com/invite/ErZcKaQ
Thanks for watching!
Very Important when setting up SteamVR to use both an Oculus Quest and Basestations you MUST set "activateMultipleDrivers": true in: SteamVR\resources\settings\default.vrsettings
When I first received my Quest 2 I tested with SteamVR trackers hoping it would be simple to setup full body tracking. I realized quickly that was not the case and that the Quest 2 and SteamVR playspaces would not agree and were totally out of alignment from one another. After research I could not find any convenient or built-in solutions for re-aligning the spaces back together.
The technique I applied for calibrating the space offsets was something I picked up from a machine learning course at Stanford. Using Eigendecomposition for minimizing the sum of squares error, the alignment of the two playspaces can be calibrated in seconds using purely best-fit approximation and eliminating the need for the user to have to set any offsets manually. Integration occurs as the player moves the controller-and-tracker together as a single unit. Thus for the user to calibrate the space they need only move the controller-and-tracker together allowing the regressor to find a "best-fit" which aligns the two spaces back together. Simple to use, but not to explain!
A decent calibration can be achieved very quickly using this method, needing only integrate over a few feet to make a close approximation. But the approximation continues to improve with larger sweeps.
And was the most elegant (eg. least time consuming) approach I was able to think of. And eliminates the need for adjusting manual dials or entering offset values manually after each time the Quest 2 origin changes after the HMD enters sleep mode!!
---
This feature is still in development and is currently available in the latest beta v3.5.8. Really hoping this helps many Quest users align their basestations more quickly and create better full body motion capture! Please let me know how you think of the new features! =D
Please join the Discord for more info on the project:
discord.com/invite/ErZcKaQ
Thanks for watching!



![free/unlimited Blender live-link recording plugin (for VR mocap)
Use low cost consumer VR to create animations with the LIve-link plugin for Blender. Mocap-Fusion on Steam is free/unlimited and all versions even the Demo includes live-link for Blender!!
Download Mocap Fusion (Playtest beta) on Steam, no subscription is required and you can use Blender live-link to record full body motion capture of custom avatars directly in Blender using VR or even just trackers, its awesome and its free!!
Download the (free) Mocap Fusion [VR] look for the Playtest beta or Demo from Steam: https://store.steampowered.com/app/1540000/Mocap_Fusion VR
Discord - https://discord.com/invite/ErZcKaQ
www.MocapFusion.com free/unlimited Blender live-link recording plugin (for VR mocap)](https://i.ytimg.com/vi/G2jqRtXaFeQ/mqdefault.jpg)



![SteamVR Motion Capture - Tesla Roadster (EEVEE Engine)
This is a short animation I created just for fun. I do not have a 3090 yet or a Roadster, but in Blender anything is possible :P
Hope you enjoy the vid :) And please give a thumbs up!
VR Hardware:
- Vive pro HMD.
- Two Index controllers (finger tracking).
- Five Vive trackers (full body tracking + Elbows).
Software:
- Mocap Fusion [VR] (v5.1.9)
- Blender 3.0 EEVEE engine.
Rendered in EEVEE using two 2080TI GPUs + two 1080 GPUs.
- apoximenatlly 45 minutes total render time.
Check out my Discord for more about the project: https://discord.com/invite/ErZcKaQ
Credits:
Tesla Roadster model by mark06gt on Blendswap.com: https://blendswap.com/blend/26295 SteamVR Motion Capture - Tesla Roadster (EEVEE Engine)](https://i.ytimg.com/vi/GSvyJRSssh4/mqdefault.jpg)

![BMW Motorcycle Motion Capture - Tutorial
No body trackers required! Using the new Virtual Trackers in APS to easily pose a characters lower body on vehicles and other props! This tutorial goes over how to create motorcycle motion capture scenes using a custom avatar and VR, and rendered in Blender. This video uses Mocap Fusion VR to capture and export motion capture to Blender.
Download the (free) Mocap Fusion [VR] Playtest beta on Steam : https://store.steampowered.com/app/1540000/Mocap_Fusion VR
Discord - https://discord.com/invite/ErZcKaQ
Twitter - https://twitter.com/mocapfusion
Patreon - https://www.patreon.com/prepstudio
Youtube - https://www.youtube.com/c/AnimationPrepStudios
www.MocapFusion.com BMW Motorcycle Motion Capture - Tutorial](https://i.ytimg.com/vi/GlZ6t5fS4sY/mqdefault.jpg)
![More of VR mocap sequencer randomness in Blender
Just some more random testing of the mocap animation sequence in APS Luxor
The new mocap animation sequencer in APS Luxor allows recording multiple mocap animations and combining them as a composite mocap animation for export directly to Blender.
The Sequencer feature is still in beta!!!!!!!
Software used:
- Mocap Fusion [VR] Luxor v5.5.1 (multiplayer update)
- Blender 2.9
Mocap Fusion [VR] Luxor is available on Steam: https://store.steampowered.com/app/1540000/Mocap_Fusion VR
www.mocapfusion.com/multiplayer
Social:
Twitter - https://twitter.com/mocapfusion
Discord - https://discord.com/invite/ErZcKaQ
Patreon - https://www.patreon.com/prepstudio
Youtube - https://www.youtube.com/c/AnimationPrepStudios
www.MocapFusion.com
Thanks for watching ^v^ More of VR mocap sequencer randomness in Blender](https://i.ytimg.com/vi/H6XPzkQMdBE/mqdefault.jpg)