Creating my VR avatar for virtual meetings in Unreal Engine

Creating my VR avatar for virtual meetings in Unreal Engine

Asa Bailey VR Avatar

We took iClone7 for a bit of a test drive this week. We set ourselves the challenge of going from an uninstalled app, to a finished real-time VR avatar in as fast a time as possible and this is what we got.

Asa Bailey Director of Virtual Production

OSF founder Asa Bailey has been recently asked to attend virtual meetings and to give real-time lectures in VR, so it seemed like a good opportunity to create a Asa a real-time virtual avatar for this purpose. First we downloaded all the software from the iClone website and we took a photo of Asa’s face then we sat down and fired up our OSF real-time render engine.

It took no time at all to get to the basic idea of how to use the software, we input Asa’s face photo into Character creator 3 with the Headshot Plugin which allowed us to import the photo of my head onto a mesh. The headshot plugin turns the photo into a UV map and does 80% of the work for you. The next thing was to export our Character Creator model into iClone7. Then with motion live plugin, we added facial capture to the model. We used an iPad in this demo using Live Face app.

Running at 90 to 115 FPS

Without any problems our on-set render engines tackled the mo-cap data with very little latency. Frame rates maintained a constant 90 to 115 frames per second running on an OSF render engine with an RTX8000 and 128GB of RAM.

Linking up to Unreal Engine

Download Unreal iClone Live Link and Auto Set Up plugins, with some wizardry from our virtual technician we could then transfer assets from iClone to UE4.24. These assets are automatically given the best shaders and configured for mo-cap through the auto set up plugin.

After transferring you can then link your iClone characters to your UE characters, now whatever changes you make in iClone are instantly updated in UE4 (make sure background CPU is turned off or you won’t get live data).

Virtual Production Applications

Asa Bailey said “We are interested in pushing game engines beyond what they were designed for. We bring real-time VFX and storytelling to VR and AR production. This technology could be easily employed by organisations to create virtual shared experiences, VR places of work, VR events, entertainment and lectures. With some more time and effort the results could be really impressive.”

If you are interested in developing a virtual production strategy for your business OSF develops virtual production solutions and hardware for the creative production, gaming, film and entertainment markets and provides virtual production solutions, service and support.


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