The second condition is on the avatar’s global orientation when imported. We want to start from a known orientation, so we need the avatar to be facing the +X direction in its reference pose. To respect the first condition, you might need to change your avatar’s reference pose if it ...
It is not mandatory, but should produce more accurate positional tracking data, especially over time, if the environment does not change too much. Depth Occlusion : If enabled, the virtual objects will be hidden by the render of the real scene, using the depth of each pixel of the camera....
If you have a Player Start actor inside your level, you will spawn to play-test from that location. If you don't have a Player Start, you'll spawn right where your view is.Insert a Player StartGo to Place Actors panel and Basic tab, then drag the Player Start into your level:...
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// If you want this functionality but still want to change your input component class, make it a subclass // of the ULyraInputComponent or modify this component accordingly. ULyraInputComponent* LyraIC = Cast<ULyraInputComponent>(PlayerInputComponent); ...
(11:59) And that is our density value stripping out those points where they're no longer needed. Now we can switch this round. We can play with these values, and you can see that all of that stuff is updating in real time so that we can really art direct and tweak and change thes...
API change: Renamed "lane_invasion" to "lane_detector", added too its server-side sensor to be visible to other clients API extension: new carla.command.SpawnActor to spawn actors in batch API extension: map.transform_to_geolocation to transform Location to GNSS GeoLocation API extension: added...
28 -Set Target Lock Widget Position 11:14 29 -Execute Task On Tick 10:47 30 -On Target Lock Tick 06:26 31 -Orient To Target While Target Lock 08:43 32 -Switch To Target Lock Poses 09:26 33 -Target Lock Walk Speed 07:42 34 -Switch Target Input Action 06:45 35 -Target Lock Map...
If you use the eit-nerfstudio repo made internally in Equinor, you have to change the remote image version in the .env-file to "dromni/nerfstudio:0.3.1" and choose “2: Run prebuildt official image dromni/nerfstudio:0.3.1” Volinga with Unreal For effectively incorporating the Volinga...
and these checkpoint files must be trained using NeRFStudio version 0.3.1. If you use the eit-nerfstudio repo made internally in Equinor, you have to change the remote image version in the .env-file to "dromni/nerfstudio:0.3.1" and choose “2: Run prebuildt official image dromni/nerf...