Uploaded October 2021 | Updated September 2026, 1 hour ago
Hello everyone!!!
I've been working on a new Live-Link plugin for Unreal Engine. This plugin allows artists and creators to use conventional VR and other hardware to connect to avatars for full body, face, eyes and finger tracking. The software is called APS Luxor mocapfusion.com/live-link-tutorial
In this tutorial:
- How to install the APS Live-Link Plugin in a new UE project.
- How to import a custom avatar into UE from a .fbx.
- How to create a Animation Blueprint and sync mocap from APS.
- How to enable blendshapes and sync face capture from APS.
- How to setup a TrackerObject and sync with trackers in APS for connecting props.
Download the latest APS Live-Link plugin available for UE4 and UE5:
mocapfusion.com/live-link
Hardware/Software used in the video:
- MocapFusion Luxor v3.9.9
- Unreal Engine v4.26
- The MocapFusion live-link plugin to stream motion capture data into a Unreal project.
- Three SteamVR tracker 3.0 for full body tracking and one head tracker.
- Valve Index/Knuckles controllers (left hand)
- SteamVR tracker 3.0 (right hand)
- The MocapFusion IPhone Sidekick app for face capture.
- The GPU used was a EVGA 2080TI RTX card.
More details on the website: MocapFusion.com
Join the Discord to become a beta tester and meet the community:
discord.com/invite/ErZcKaQ
Thanks so much to the community and beta testers for the helping support this project!
If you like the Rexouium avatar it can be found/purchased from here:
gumroad.com/rezilloryker?recommended_by=library#MYutV
And thanks for watching, Please give tumbs up!
Hello everyone!!!
I've been working on a new Live-Link plugin for Unreal Engine. This plugin allows artists and creators to use conventional VR and other hardware to connect to avatars for full body, face, eyes and finger tracking. The software is called APS Luxor mocapfusion.com/live-link-tutorial
In this tutorial:
- How to install the APS Live-Link Plugin in a new UE project.
- How to import a custom avatar into UE from a .fbx.
- How to create a Animation Blueprint and sync mocap from APS.
- How to enable blendshapes and sync face capture from APS.
- How to setup a TrackerObject and sync with trackers in APS for connecting props.
Download the latest APS Live-Link plugin available for UE4 and UE5:
mocapfusion.com/live-link
Hardware/Software used in the video:
- MocapFusion Luxor v3.9.9
- Unreal Engine v4.26
- The MocapFusion live-link plugin to stream motion capture data into a Unreal project.
- Three SteamVR tracker 3.0 for full body tracking and one head tracker.
- Valve Index/Knuckles controllers (left hand)
- SteamVR tracker 3.0 (right hand)
- The MocapFusion IPhone Sidekick app for face capture.
- The GPU used was a EVGA 2080TI RTX card.
More details on the website: MocapFusion.com
Join the Discord to become a beta tester and meet the community:
discord.com/invite/ErZcKaQ
Thanks so much to the community and beta testers for the helping support this project!
If you like the Rexouium avatar it can be found/purchased from here:
gumroad.com/rezilloryker?recommended_by=library#MYutV
And thanks for watching, Please give tumbs up!







![Unreal Engine Metahuman motion capture Live-Link plugin Tutorial
This is a tutorial showing the Blueprint setup for the Mocap Fusion [VR] live-link plugin with UE Metahumans.
Download Mocap Fusion [VR] Luxor on Steam: https://store.steampowered.com/app/1540000/Mocap_Fusion VR
Download Mocap Fusion [VR] Unreal Engine Live-Link plugin:
https://www.mocapfusion.com/live-link
Metahuman Live-Link Setup tutorial: https://www.mocapfusion.com/metahuman-tutorial-project
Hoping you liked the tutorial!
www.MocapFusion.com
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 Unreal Engine Metahuman motion capture Live-Link plugin Tutorial](https://i.ytimg.com/vi/eBYPu1qe2sk/mqdefault.jpg)
![SteamVR Motion Capture - Ninja Battle behind the scenes (EEVEE Engine)
Final animation: https://youtu.be/NPAw9nqaCnk
Recording all of the actual mocap data for this animation in 5 minutes.
live-action VR camera motion included.
Shows keyframe fixup of the camera mocap data in post production.
Hope youve enjoyed :) And please give a tumbs up!
VR Hardware:
- Vive pro HMD.
- Two Index controllers (finger tracking).
- Three Vive trackers (full body tracking).
Software:
- Mocap Fusion [VR] (v5.1.1 Luxor)
- Blender EEVEE engine.
Rendered in EEVEE using two 2080TI GPUs and a I9 CPU.
- apoximenatlly 10 minutes total render.
Please join the Discord to beta test Mocap Fusion [VR]: https://discord.com/invite/ErZcKaQ
www.MocapFusion.com
darkmast49 fightscene.mp3 - https://freesound.org/people/Darkmast49/sounds/157846/
liezen3 scary-drums.wav - https://freesound.org/people/liezen3/sounds/479919/ SteamVR Motion Capture - Ninja Battle behind the scenes (EEVEE Engine)](https://i.ytimg.com/vi/eHapEDiD2UM/mqdefault.jpg)
![Infinite Walk VR (beta) - walking down a corridor or hallway
This feature allows users to create walking and running animations that cover a very large distance but are a contentious recorded animation and gives the impression that the motion capture was recorded in a large studio.
As the player walks in a circle the avatar walks in a straight line.
For hallways make sure to enable the Lock Path and Look Turn options, this is so you can set the path angle by pressing trigger, then the avatar will walk along the designated path.
This feature works best with maps of corridors and hallways where the parallax is very small, avoid large open maps or might notice motion sickness.
This feature was designed for a playspace of at least 10 x 10 , any less and you will notice the rotation since the users is spinning around the small radius and will make you dizzy really quick, but with larger playspace then yeah you could explore the world with a contentious full body tracked mocap animation and would barely notice any counter rotation, for warehouse-sized playspace (30 x 30) this feature would really rock!!
Related videos:
- Infinite Walk VR (beta) walking simulator and Motion capture: https://youtu.be/vOTOF2D2qus
Check out the update announcement on Steam: https://store.steampowered.com/news/app/1858670/view/4243035499695656497
Now available in the latest Playtest beta (v9.2.0) on Steam!!
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
Please like the video so Ill keep working on the feature! Infinite Walk VR (beta) - walking down a corridor or hallway](https://i.ytimg.com/vi/ecvkL1LMC6o/mqdefault.jpg)
![UPDATE full-body MotionCapture IK Solvers for VR tracking.
A short benchmark tutorial showing improvements made to the Full body IK solvers. I also tried to render a short motion capture showcase for each solver update so the results are visible. However the animations are just simple exported raw motion capture from MocapFusion to Blender and immediately rendered , the quality might not be the greatest in some parts and no filters were applied, and it took only a couple of hours to create the showcases.
This video covers five major updates including arm, leg and hip/spine solvers improvements, feet togetherness offsets, twerk and hip rotation, vis-bones, a new dynamicbone in-game adjustment and show the new avatar profiles.
This video was a lot of work but was also lots of fun to create. Hope you enjoy all of the renders! And please give the video a like!!
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 UPDATE full-body MotionCapture IK Solvers for VR tracking.](https://i.ytimg.com/vi/f4IMeS6-8us/mqdefault.jpg)