![Using Nuitrack skeleton tracking to drive a Metahuman skeleton](/_gatsby/image/0fb3eebcc6d49aa7791f4d3ded37c1bf/4d18bf11f14a1a7369226ef2ea1afc95/Screenshot%202023-10-26%20093339.png?u=https%3A%2F%2Fimages.ctfassets.net%2F9p4u27wf6766%2F7F8FchQTf4gKedayYzoVal%2F9ba6860de4041dacd010db5e558fc972%2FScreenshot_2023-10-26_093339.png&a=w%3D750%26h%3D399%26fm%3Dpng%26q%3D75&cd=2023-10-26T07%3A43%3A12.117Z)
Using Nuitrack skeleton tracking to drive a Metahuman skeleton
I used the new Nuitrack plugin for UE5 to drive a MetaHuman skeleton using my depth camera
Below is an example of Nuitrack connecting an Intel RealSense camera to Unreal Engine 5.2 and then adding an animation blueprint to a MetaHuman which is driven by the same model as the mannequin provided in the plugin.
In order to create the animation blueprint, I had to add the default rotations in the metahuman blueprint and subtract out the difference between the MetaHuman's A pose and Nuitrack's T pose.
I also had to change the joint names used to modify the bones of the animation to a map of bones contained in the metahuman skeleton (as opposed to the names of the bones in the animated skeleton).
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