Motion Capture Metaverse Game

Project Description

With recent advancements in XR, game technology, and virtual worlds, there is now the possibility of creating more immersive and active gaming ideas in the so-called Metaverse. Movella is highly interested in these advancements since their motion capture technology appears to be a suitable fit for immersive virtual worlds that need complete body monitoring. As a result, Movella would want to challenge students to create a prototype of an immersive full body motion tracking game.

The team designed and built a technical prototype which combines motion capture, VR and the Metaverse. The prototype must be used to attract attention and gauge interest of potential users. The technical prototype shows the accuracy of the Xsens suit by using pose recognition and collision systems. The game can be played both on screen and in VR. The Metaverse aspect is implemented through the use of Twitch.


Promotional Video


Team

Project Management

Game Designer
Producer

Anca Bancila

Viktoria Prodanova

Network Programming

Gameplay Programming

Bram Reuling

Ana-Maria Ilea
Pepijn Wasser

Character Artist

VFX Artist

Victoria Beliska

Ivan Ivanov

Technical Artist
Environmental Artist

Partner
Music & SFX

Johan Wittmers

Attila Pöthe


Personal Contribution

Overview

MVN Live Link Connection with Xsens Suit
Pose Recognition System
VR Integration
Houdini and Niagara VFX Integration

MVN Live Link Connection
Final Deliverable

The Xsens suit was integrated in Unreal Engine 5 with the use of the MVN Live Link Plugin. The plugin made the retargeting of any custom characters an easy process. The biggest challenge was to move the actor itself. MVN Animate Pro moves the Skeletal Mesh of the actor rather than the actor itself. This proved a problem for programming movement and determining accurate position. This challenge was overcome by fixing the MVN offset issue and updating the camera position with the head socket position.

Read more about the MVN Offset issue

Skeletal Mesh Offset
Proxy Pawn Setup
Pose Recognition system
Final Deliverable

The pose recognition system is a plugin made in Unreal Engine 5. The full plugin includes the ability to record and detect single poses, sequences of single poses and dynamic gestures.

Read more about the Pose Recognition Plugin

This project uses the sequence pose recognition system. There are three sequences which can influence gameplay: an attack sequence and two defense sequences.

Attack Sequence
Defense Sequence
VR Integration
Final Deliverable

The game can be played on the screen and in VR. The gameplay is the same for both modes. The biggest challenge was to align the camera with the head location. This challenge was overcome by fixing the MVN offset issue and updating the camera position with the head socket position.

Read more about the MVN Offset issue

Houdini and Niagara VFX Integration
Final Deliverable

The game included the use of visual effects. The visual effects were made with Houdini and the Niagara system. While the Niagara system is integrated in Unreal Engine, the visual effects done in Houdini needed a separate implementation. These VFX were implemented through flip-books and materials or geometry caches.

Houdini VFX Implementation through flip-books
Niagara VFX Implementation