Develop advanced Unreal Engine VRIK system
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I am looking for a skilled developer to create an advanced VRIK system using Unreal Engine 5. Here are the details of the project:
Complexity Level: Advanced
I would like someone to combine a few Unreal Engine plugins to create a robust and fairly realistic VRIK system to bring presence to a social VR platform in development.
Advanced Locomotion V4 (ALSV4) [C++ replicated version]
VR Expansion Plugin
A VRIK system of your choice or a custom built system.
I would like to create a realistic VRIK body/motion control system similar to VRChat. This is the reference: [login to view URL]
Another great reference is Contractors VR, shown here: [login to view URL]
The purpose is for a social VR app with full body avatars, however there is a focus on realistic humans. We need to create near accurate or close enough pose estimation to help create presence between the users in the app. We have an avatar system so developing this is not required. You can use the UE5 mannequin. We will implement your result into our existing character system.
Bonus if you can integrate a calibration system to help orient users’ unique heights and arm lengths to further customize the VRIK implementation per person.
We need the character to be able to lean in a direction when you move only slightly in real life, with a threshold that when exceeded, the avatar animates to step toward your real world position and recenter themselves.
Here is a great example: [login to view URL]
However opposed to basic animations as this implementation shows, we want complex animation powered by ALS shown here: [login to view URL]
The goal is for this to be very realistic and rather high quality, fully allowing the use of ALS’s advanced movements and mantling etc, but also allows clean blended expressions of player body movement with motion controllers and room scale HMD position
Integration must be clean, ie: disable IK when mantling and reenable when done mantling, minimalize IK effect when sprinting, etc
It must run on Windows, Android, iOS, and Mac. If one platform is a problem, I will be flexible and may be able to hire additional support for converting to other platforms.
The game is cross platform, so if a user is NOT in VR, VRIK movement should be disabled, but they should still be able to see other people who are in VR’s VRIK movements.
It *MUST* be effectively multiplayer replicated. Ultimately the most important part.
You are allowed to use a marketplace VRIK solution if you choose or make one from scratch. If you do use a marketplace asset, it must be implemented well, match the reference, and provide a great result of presence, even if you must modify it heavily. If you use a marketplace asset and it’s not replicated, you must alter it to be replicated.
Feel free to contact with any questions, comments, or concerns.
I am flexible on budget.
Really looking forward to finding a proper implementation. This is for a social VR application a small team and I have been passionately building and our current VRIK implementation is rather weak and leaves a bad first impression, so we wish to outsource this portion of work to someone who can really create a solid system.
Thank you so much for your support and interest,
ID Projek: #37505226