As promised, here is the second test for the iMyth MOCAP Suit. As a full disclaimer, the system is still very primitive and has far to go yet. But forward progress is being made.
The system is made with 5 Steam VR controllers mounted on the interactor; one on the waist, two on the wrists and two on the feet. iMyth member Chris Brown devised this first iteration. At this moment in time, there are only positional offsets represented. This is no orientation information yet. That will be the next step. Similarly, there are no scale adjustments made for the differences in scale between the interactor and the avatar. Once those are calibrated with the proper pole vector simulation, the animation will appear much smoother and accurate. There is a certain amount of latency present in the system. We will need to look into that further. Quite possibly translating the blueprints to actual C++ classes will speed things up. However, for these early experimental stages, blueprints will work just fine. The system is implemented using Steam VR tracking and the UE4 game engine. More really good stuff to come!