Nuitrack Avatar Mannequin Head Joint Broken

Hey guys! I am trying to get my blueprint working for skeletal tracking in unreal. I have the skeleton bp working where it tracks the spheres in space accurately so I know my nuitrack manager is working, but then when I drag my avatar mannequin into the scene, the head does not move with the rest of the body? I think something is broken in animBP or maybe somewhere else I don’t know about?

Small note, the head on the left is not associated, that’s a separate mesh I am using for face tracking, what I’m concerned about is the metahuman on the right is half through the floor and the head is missing.

Hello @PadonM

Positions are set relative to the sensor, so the higher the sensor is, the higher the avatar should be positioned on the level before the start. (In the future, the ability to position the avatar relative to the floor will be added.)

https://drive.google.com/file/d/1J21q2vGLKXNTlQxpJz-Zh9qUeAHwbgec/view?usp=sharing

Do I understand correctly that the whole body is moving correctly, but the head is hanging in the air somewhere? (or has it fallen into the body, or is it just hiding after the start of the level (is the Hidden In Game option enabled?)

The standard metahuman blueprints use ABP_Unreal_Default_Nuitrack and neither the neck bone nor the head bone is used there. (Translation\Rotation ignore)

If you have changed your head to another one, then note that for a metahuman you need to make sure that it is associated with the rest of the body

There should also be animation settings by default (if you add some kind of animate class, the head position will be set from the animation file instead of Nuitrack animation positions)

  1. Is there the same problem at the Metahuman level in the new project?
  2. Are you using Nuitrack’s face tracking or a third-party one?