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v3.1
v3.1
  • OptiTrack Documentation
  • WHAT'S NEW
    • What's New in Motive 3.1
  • QUICK START GUIDES
    • Quick Start Guide: Getting Started
    • Quick Start Guide: Prime Color Camera Setup
    • Quick Start Guide: Precision Capture
    • Quick Start Guide: Tutorial Videos
    • Quick Start Guide: Active Marker Tracking
    • Quick Start Guide: Outdoor Tracking Setup
  • HARDWARE
    • Cameras
      • Ethernet Cameras
        • PrimeX 120
        • PrimeX 41
        • PrimeX 22
        • PrimeX 13
        • PrimeX 13W
        • SlimX 13
        • Prime Color
      • USB Cameras
        • Slim 3U
        • Flex 13
        • Flex 3
        • Duo 3
        • Trio 3
        • Adjusting Global Origin for Tracking Bars
    • Prepare Setup Area
    • Camera Mount Structures
    • Camera Placement
    • Ethernet Camera Network Setup
      • General Overview and Specs
      • Windows 10 Network Settings
      • Cabling and Load Balancing
      • Switch Configuration for PrimeX 120
      • NETGEAR ProSafe GSM7228S: Disabling the Broadcast Storm Control
      • White/Blacklisting Cameras
    • USB Camera System Setup
      • USB Camera Network Overview and Specs
      • Duo 3 and Trio 3 Setup
      • Tracking Bar Coordinate System
        • Transforming Coordinate System: Global to Local
    • Aiming and Focusing
    • Camera Status Indicators
  • MOTIVE
    • Installation and License Activation
    • Motive Basics
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      • Continuous Calibration (Info Pane)
      • Calibration Squares
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    • Assets
      • Gizmo Tool: Translate, Rotate, and Scale
    • Rigid Body Tracking
      • Aligning Rigid Body Pivot Point with a Replicated 3D Model
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    • IMU Sensor Fusion
    • Data Recording
      • Data Types
    • Labeling
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    • Data Export
      • Data Export: BVH
      • Data Export: C3D
      • Data Export: CSV
      • Data Export: FBX
      • Data Export: TRC
    • Data Streaming
    • Camera Video Types
    • Audio Recording
    • Motive HotKeys
    • Measurement Probe Kit Guide
    • Motive Batch Processor
    • Reconstruction and 2D Mode
  • MOTIVE UI PANES
    • Settings
      • Settings: General
      • Settings: Assets
      • Settings: Live Pipeline
      • Settings: Streaming
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      • Settings: Audio
    • Assets Pane
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      • Constraints XML Files
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      • Properties Pane: Camera
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      • Properties Pane: NI-DAQ
      • Properties Pane: OptiHub2
      • Properties Pane: Rigid Body
      • Properties Pane: Skeleton
      • Properties Pane: Take
      • Properties Pane: Trained Markerset
      • Properties Pane: eSync2
    • Status Panel
    • Toolbar/Command Bar
    • Control Deck
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  • PLUGINS
    • OptiTrack Blender Plugin
      • OptiTrack Blender Plugin
    • OptiTrack Unreal Engine Plugin
      • Unreal Engine: OptiTrack Streaming Client Plugin
      • Unreal Engine: OptiTrack Live Link Plugin
        • Quick Start Guide: Real-Time Retargeting in Unreal Engine with Live Link Content
        • Unreal Editor for Fortnite (UEFN): OptiTrack Plugin for Live Link Hub
        • Unreal Engine: Live Link Camera Stream Setup
        • Live Link Content: Active Puck Static Meshes
      • Unreal Engine: MotionBuilder Workflow
      • Unreal Engine: HMD Setup
      • Unreal Engine VCS Inputs
    • OptiTrack Unity Plugin
      • Unity: HMD Setup
    • OptiTrack OpenVR Driver
    • Autodesk Maya
      • Autodesk Maya: OptiTrack Insight VCS Plugin
    • Autodesk MotionBuilder
      • Autodesk MotionBuilder Plugin
      • Autodesk MotionBuilder: OptiTrack Skeleton Plugin
      • Autodesk MotionBuilder: OptiTrack Optical Plugin
      • Autodesk MotionBuilder: OptiTrack Insight VCS Plugin
      • Autodesk MotionBuilder: Timecode Data
    • OptiTrack Peripheral API
    • External Plugins
      • Houdini 19 Integration
  • ACTIVE COMPONENTS
    • Active Components Hardware
      • Active Puck
      • CinePuck
      • BaseStation
      • Information for Assembling the Active Tags
      • Manus Glove Setup
    • Configuration
      • Active Batch Programmer
      • Active Hardware Configuration: PuTTY
      • Active Component Firmware Compatibility
    • Active Marker Tracking
      • Active Finger Marker Set
  • SYNCHRONIZATION
    • Synchronization Hardware
      • External Device Sync Guide: eSync 2
      • External Device Sync Guide: OptiHub2
    • Synchronization Setup
    • OptiTrack Timecode
  • VIRTUAL PRODUCTION
    • Unreal Engine: OptiTrack InCamera VFX
    • Entertainment Marker Sets
    • PrimeX 41
  • MOVEMENT SCIENCES
    • Movement Sciences Hardware
      • General Motive Force Plate Setup
      • AMTI Force Plate Setup
      • Bertec Force Plate Setup
      • Kistler Force Plate Setup
      • Delsys EMG Setup
      • NI-DAQ Setup
      • Multiple Device Setup
    • Movement Sciences Marker Sets
      • Biomechanics Marker Sets
      • Biomech (57)
      • Rizzoli Marker Sets
    • For Visual3D Users
    • Prime Color Camera Setup
      • Prime Color Setup: Required Components
      • Prime Color Setup: Hardware Setup
      • Prime Color Camera Setup: Camera Settings
      • Prime Color Camera Setup: Prime Color FS Calibration
      • Prime Color Setup: Data Recording / Export
      • Prime Color Camera Setup: FAQ / Troubleshooting
      • Prime Color Camera Setup: Windows Network Settings
  • VIRTUAL REALITY
    • VR Plugins
      • VR Unreal Engine
        • OptiTrack Unreal Engine Plugin
        • Unreal Engine: OptiTrack Live Link Plugin
          • UE5.1 Live Link Retarget External Workaround
        • Unreal Engine: Using the OptiTrack Streaming Client Plugin
        • Unreal Engine VCS Inputs
      • VR Unity
        • OptiTrack Unity Plugin
      • VR OpenVR
        • OptiTrack OpenVR Driver
    • VR HMD Setup
      • Unreal Engine: HMD Setup
      • Unity: HMD Setup
      • Manually Calibrating the HMD Pivot Point
      • Sync Configuration with an HTC Vive System
    • SlimX 13
    • Active Marker Tracking
      • Active Finger Marker Set
    • Synchronization Hardware
      • External Device Sync Guide: eSync 2
      • External Device Sync Guide: OptiHub2
  • ANIMATION
    • Autodesk Maya
      • Autodesk Maya: OptiTrack Insight VCS Plugin
    • Autodesk MotionBuilder
      • Autodesk MotionBuilder Plugin
      • Autodesk MotionBuilder: OptiTrack Skeleton Plugin
      • Autodesk MotionBuilder: OptiTrack Optical Plugin
      • Autodesk MotionBuilder: OptiTrack Insight VCS Plugin
      • Autodesk MotionBuilder: Timecode Data
  • ROBOTICS
    • MoCap4ROS2 Setup
    • OptiTrack Robot Applications
    • Outdoor Tracking Setup
  • DEVELOPER TOOLS
    • Developer Tools Overview
    • Camera SDK
      • Class: cCameraModule
      • Class: cUID
    • Motive API
      • Motive API: Quick Start Guide
      • Motive API Overview
      • Motive API: Function Reference
      • Motive API Camera Calibration
    • NatNet SDK
      • NatNet 4.1
      • NatNet: Class/Function Reference
      • NatNet: Creating a Managed (C sharp) Client Application
      • NatNet: Creating a Native (C++) Client Application
      • NatNet: Data Types
      • NatNet: Matlab Wrapper
      • NatNet: Migration to NatNet 3.0 libraries
      • NatNet: Remote Requests/Commands
      • NatNet: Sample Projects
      • NatNet: Unicast Data Subscription Commands
      • Latency Measurements
    • Peripheral API: Glove Devices
  • SKELETON MARKER SETS
    • Full Body
      • Baseline (41)
      • Core (50)
      • Biomech (57)
      • Conventional (39)
    • Full Body + Fingers
      • Baseline + Passive Fingers (49)
      • Baseline + Active Fingers (57)
      • Core + Passive Fingers (54)
      • Core + Active Fingers (62)
    • Upper
      • Baseline Upper (25)
      • Conventional Upper (27)
    • Lower
      • Baseline Lower (20)
      • Helen Hayes Lower (19)
      • Conventional Lower (16)
    • Hand and Fingers
      • Left/Right Hand (4) Active
      • Left/Right Hand (10) Active + Passive
      • Active Finger Marker Set
    • Glove Device Setup
      • Manus Glove Setup
      • StretchSense Glove Setup
    • Rizzoli Marker Sets
    • Entertainment Marker Sets
    • Rigid Body Skeleton Marker Set
  • GENERAL TROUBLESHOOTING
    • Licensing Troubleshooting
    • Windows 11 Optimization for Realtime Applications
    • Network Troubleshooting
    • Troubleshooting Q&A
    • Running Motive on High DPI Displays
    • Firewall Settings
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On this page
  • Overview
  • Requirements
  • Getting Started
  • Install the Plugin
  • Motive Streaming Settings
  • Configure Live Link Hub
  • Copy Assets to Project Folder
  • Create Retargeter in Unreal Editor
  • Create IK Rig
  • Create IK Retargeter
  • Align Skeletons
  • Add Animation
  • Record Animation
  • Animate Fortnite Characters
  • Select a Character in UEFN
  • Apply Animation

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  1. PLUGINS
  2. OptiTrack Unreal Engine Plugin
  3. Unreal Engine: OptiTrack Live Link Plugin

Unreal Editor for Fortnite (UEFN): OptiTrack Plugin for Live Link Hub

Use the Live Link Hub to stream OptiTrack camera data to the UEFN plugin for video game development in Fortnite.

PreviousQuick Start Guide: Real-Time Retargeting in Unreal Engine with Live Link ContentNextUnreal Engine: Live Link Camera Stream Setup

Last updated 3 months ago

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Overview

The OptiTrack Live Link Hub plugin allows game designers to use OptiTrack Motion Capture data to animate characters in Fortnite through Unreal Editor for Fortnite (UEFN).

Requirements

Download the latest Unreal Engine 5 Plugin from the .

Open the Epic Games Launcher. The following Epic Games applications must be installed:

  • Unreal Engine 5.5

  • Live Link Hub

  • UEFN

  • Fortnite

Getting Started

Install the Plugin

  • Launch Unreal Editor for Fortnite (UEFN).

  • Select Live Link Hub from the Tools menu, if it's not already open.

  • Click the Settings button in the upper right corner and select Plugins...

  • In the User Plugin Directories section, click the Add Element button.

  • Click the ellipses button to browse to and select the downloaded plugin.

  • Restart UEFN when prompted after the plugin is installed.

Motive Streaming Settings

  • In the NatNet section, select Enable to begin streaming.

  • Select the Local Interface. Use Loopback if streaming to the same computer, otherwise select the IP address for the network where the client application resides.

  • Set the Bone Naming Convention to UnrealEngine.

  • Set the Up Axis to Y-Axis. The plugin will bring the data in with a Y-Forward orientation.

Configure Live Link Hub

Add Source

  • In Unreal Engine, open Live Link Hub from the Tools menu on the toolbar, if it's not open already. Under Virtual Production, select Live Link Hub.

  • Select OptiTrack Source, check Connect Automatically, or enter the IP address for the Motive PC in the Server Address field, the IP address for the Unreal PC in the Client Address field. Enter 127.0.0.1 in both fields if running both on the same PC. Click create.

Properties are shown in the Source Details tab when the OptiTrack source is selected. The properties that are applicable to Fortnite characters are listed below.

Streaming Data Offset

Adjust the location, orientation, or scale of the streaming data.

Timecode

Timecode is fully supported in the plugin. Click the button in the top right to use preset system time codes or add a new Timecode Provider in the Source Details tab.

Timecode data may appear to stutter in Unreal Editor even when it is transmitting correctly. To confirm that the data is in sync, compare the timecode in Live Link Hub to the timecode in Motive.

Unreal Editor for Fortnite does not support the display of markers.

Copy Assets to Project Folder

We recommend using Windows Explorer to copy assets into the project folder. Right-click the project folder in the Unreal Editor Content Browser and select Show in Explorer.

In the Content Browser, copy the following files and folders from All > Engine > Plugins > OptiTrack - Live Link Content > Animations to the project folder:

  • Female Avatar (folder)

  • Male Avatar (folder)

  • Textures (folder)

  • IK_MotiveAvatar_Opti.uasset (file)

  • SK_MotiveAvatar_Opti.uasset (file)

The T-Pose asset and animation blueprints typically used in Unreal Engine are not supported in Unreal Editor.

Unreal Editor will validate the project files before launching the live session.

Create Retargeter in Unreal Editor

All skeletons in Unreal Editor are based on the standard Fortnite mannequin. Animation is applied to the mannequin rather than using an animation blueprint. In this example, we will use the Fortnite Mannequin to build an IK Rig to receive data from the OptiTrack skeletons.

Create IK Rig

Before creating our IK Rig, drag the Motive Avatar of your choosing into the scene to prep the retarget phase.

To create the IK Rig:

  • Right-click in the Content area. Select Animation > Retargeting > IKRig.

  • Name the IKRig. We recommend IK_FNMannequin.

Double-click the newly created IKRig to edit it. This will open in a new window.

In the Details tab, change the Preview Mesh to the FN Mannequin.

The mannequin is pre-configured to work with Fortnite. This allows you to use the Auto Create features in the upper left corner to finish setting up the IK Rig.

  1. Click the Auto Create Retarget Chains button.

  2. Click Auto Create IK.

  3. Click Reset.

  4. Click Save.

The IK Rig is now configured and the tab can be closed.

Create IK Retargeter

  • Right-click in the Content area. Select Animation > Retargeting > IK Retargeter.

  • Name the IK Retargeter. We recommend RTG_Motive_FN.

  • Open the newly created Retargeter.

  • On the Details tab, go to Source > Source IKRig Asset.

  • Use the dropdown list to select the standard Motive avatar, IK_MotiveAvatar_Opti.

Align Skeletons

The Viewport will show that the two skeletons are not properly aligned. This occurs because the skeletons are in different poses.

  • Click the Running Retargeter button in the upper left corner to stop the retargeter and switch to edit mode. The button will update to Editing Retarget Pose.

  • Set the Retargeter back to Run mode for the remaining steps.

Blend to Source

To complete the next step, it's easiest if only the mapped bone chains are visible.

  • In the Chain Mapping pane, click the Settings button and select Hide Chains Without IK.

  • Select all of the mapped Chains.

  • In the Details tab, go to IK > Blend to Source.

  • Set the value to 1.0.

  • Go to Blend to Source > Blend to Source and set the value to 1.0.

The retarget will now display correctly in the Viewport. This window can now be closed.

Add Animation

  • From the Content Browser, drag the skeletal mesh for the Fortnite mannequin into the scene. The mannequin is located in All > Fortnite > Characters > PlayerBasics.

  • Both the Motive Avatar and the Fortnite Mannequin will be in the scene.

  • Select the Motive Avatar.

  • In the Details tab, go to Performer > Performance Capture > Subject Name.

  • Select a performer from the list of actors in Motive.

  • The Motive Avatar will now animate with the selected actor.

  • Select the Fortnite Mannequin to display its properties in the Details pane.

  • Once the Retarget Component is attached to the Mannequin, update the following properties in the Retarget section:

    • Source Skeletal Mesh Component: Select the Motive Avatar.

    • Controlled Skeletal Mesh Component: This should already be set to the Fortnite Mannequin.

The Avatar and Mannequin will animate in realtime only in the Editor, not in the game.

Align the Avatar and Mannequin

  • In the Outliner pane, drag the Mannequin to nest under the Motive Avatar.

  • In the Details pane for the Mannequin, go to Transform > Location and reset the values to 0.

  • The Avatar and the Mannequin will be aligned.

Record Animation

Once all of the characters are configured, the next step is to record the animation using the Take Recorder and Sequencer in Unreal Editor.

  • To open either pane, go to the Windows menu > Cinematics.

  • Type the project name in the Slate field.

  • Select From Actor > Add 'Device Mannequin'.

With the Mannequin selected, update the following properties:

  • Disable Transform > Transform Track.

  • Disable Animation Recorder > Remove Root Animation (shown below).

Countdown

Go to User Settings > Countdown to include a countdown timer to start recording.

Recording

To begin recording, click the large red Play button on the right edge of the Slate in the Take Recorder:

Review Recording

When the recording is completed, click the Review button in the Take Recorder pane.

The character will now animate as expected.

You can find the Take and the associated animations in the Cinematics folder in the Content Browser. Takes are organized with a folder for each subscene. The animations recorded in that subscene are stored in an Animation folder, one for the Device Mannequin and one for the Motive Avatar.

Animate Fortnite Characters

Now that the animation has been created and aligned to the Device Mannequin, it's time to apply it to a Fortnite character. Since all characters in Fortnite use this same skeleton, no additional alignment is required.

Select a Character in UEFN

Fortnite has a large selection of characters available, all based on the Device Mannequin skeleton. To add a character to the scene from the Content Browser:

  • Go to Fortnite > Devices > AI.

  • Drag the Character Device to the scene.

  • Select the Character Device in the Viewport.

  • Go to Fortnite > Characters and select the desired character from the gallery.

  • In the Details pane for the newly added Character Device, drag the Fortnite character you wish to use to User Options > Character.

Apply Animation

  • Select the Fortnite character in the Viewport.

  • Under User Options, check the box for Custom Idle.

  • Drag the Device Mannequin animation from the Content Browser to the Custom Idle field.

  • Fortnite will update the game in Edit Mode, with the status displayed in the upper right corner. The game will move through the following phases: Preparing; Loading Project; Downloading; and Connecting (displayed on the Edit Session screen). When the game loads, the status will be Up to Date.

  • The animation will play on the Fortnite character when the game starts. It will not play in the editor. To see this, you can start the game from UEFN or inside Fortnite itself.

To enable streaming in Motive, click the button to open the panel, then select the tab, or use the button in the right corner of the to open the Streaming tab directly.

Please see the page for more details on all settings available for streaming.

Click the button in Live Link Hub to add a new Live Link source.

Once the required assets are copied to the project folder, click the button. Unreal Editor will prompt to Save Selected, with all unsaved content selected by default.

In the Target section, set the Target IKRig Asset to the , IK_FNMannequin.

Click the Auto Align button and select Align all Bones to complete the alignment.

Click the Root Settings button in the top right corner.

Click the Add button to add the Performer component.

Click the Add button and use the search bar to find and add the Retarget Component.

Retarget Asset: Select the created in an earlier step (RTG_Motive_FN in our example).

Click the Push Changes button to save the change into the Fortnite game.

With the Mannequin selected, click the add source button.

Recorded tracks will show in the Sequencer tab. Click the Stop Recording button when done recording.

Click the Push Changes button to save and update the game.

OptiTrack Downloads page
Data Streaming
IKRig created earlier
IK Retargeter
Applications Settings
Streaming
Control Deck
Live Link Hub with Settings button options displayed.
Add a plugin to Live Link Hub.
Click to browse to the plugin.
Application Settings Panel: Streaming Tab, Streaming enabled.
Adding a source in Live Link Hub.
Live Link Hub Sources and Source Details tab.
Live Link Hub Timecode settings.
Timecode displayed in Motive, Live Link Hub, and UEFN.
Add a new IK Rig to Unreal Editor.
The Retargeter in Run Mode.
The Retargeter in Edit Mode.
Recording in Progress in UEFN.
Take Recorder pane - Review Last recording button.
Animation for a subscene in the Content Browser.