# Overview

MoA Motion Capture Software is a very simple and easy-to-use, user-friendly motion capture software.

<div data-full-width="false"><figure><img src="/files/sr7ZiIDMFOgL6zck6vVt" alt=""><figcaption></figcaption></figure></div>

### **The Harmony of Convenience and Precision**

MoA is a motion capture software designed to make complex technology easy to use. It is designed to be simple enough for anyone to use while delivering professional results. MoA combines the accuracy that surpasses the limitations of low-cost products with the simplicity that avoids the complexity of high-end products, providing a solution that enables anyone to achieve professional-level results with ease.

***

### **MoA Motion Capture Software: Offering New Possibilities for VTubers**

MoA Motion Capture Software is a motion capture solution designed with simplicity and user-friendly features. With MoA, anyone can easily experience high-quality motion capture.

***

### **Precision Movements with Just 6 Sensors**

MoA allows you to achieve precise movements freely with just 6 easy-to-wear and wireless sensors. By combining biomechanics algorithms with artificial intelligence, MoA can perfectly capture all human body movements with only 6 sensors.

***

### **Differentiation from Competing Products**

**Comparison with Low-Cost Products**: Low-cost motion capture products often have issues such as jerky movements or foot sliding, leading to poor-quality captured data and requiring additional post-processing. In contrast, MoA completely resolves these issues, delivering clean and accurate motion capture data.<br>

### **Comparison with High-End Products**:&#x20;

High-end products boast high performance, but they are difficult to use due to complex installation and setup processes, as well as heavy equipment, and they come with high costs. MoA eliminates these hassles, offering high-performance motion capture at an affordable price. Users can achieve high-quality movements with simple setup and a few adjustments.

***

### **Exceptional Compatibility**

**Software Compatibility**\
MoA is compatible with various software, including Unity, Unreal, and Warudo, allowing VTubers to easily stream live broadcasts in real-time. With MoA, there's no need for additional software—everything can be managed with just one solution.

**Hardware Compatibility**\
MoA is fully compatible with VIVE Ultimate Tracker, OptiTrac, Manus Gloves, Strechsense Gloves, and YanusSTUDIO. This allows you to leverage various equipment to achieve precise motion capture and natural character movements.

***

### **Custom Solutions with Various Versions**

MoA is available in multiple versions tailored to meet the diverse needs of users.

* **VTuber Version**: Optimized for VTubers, capturing precise movements with just 6 sensors per person.
* **Motion Capture Version**: A version for advanced users that uses 10 sensors to capture even more precise movements.
* **VR/XR Version**: Designed to deliver optimal performance in VR and XR environments.
* **Server Version**: A server-based version suitable for large-scale projects, capable of managing multiple characters simultaneously.


# Update

{% embed url="<https://youtu.be/AqUVIGC22Ec?si=1jA06zBDqVLYxvcG>" %}

<mark style="background-color:purple;">**Version 1.11.0b(Beta) - 2026. 06. 22.**</mark>\
MoA 1.11.0b focuses on improving usability and stability across tracker setup, calibration, retargeting, and streaming workflows.

**Tracker Setup Improvements**

* Added support for optional Chest, Elbow, and Knee trackers in addition to the standard 6-tracker setup.
* When using the Custom tracker configuration, users can enable only the trackers required for specific body parts through the UI.
* Improved tracker assignment UI layout and workflow.
* Enhanced tracker connection management.

**Motion Improvements**

* Improved chest position and motion tracking accuracy when using a Chest Tracker.
* Reduced elbow popping and instability.
* Improved shoulder movement behavior.

**Calibration Improvements**

* Introduced a multi-pose calibration workflow.
* Improved shoulder width and shoulder height calculation accuracy.
* Added voice guidance during calibration.
* Voice guidance can now be enabled or disabled, and volume can be adjusted in Settings.
* The Delay option has been changed to control the transition interval between calibration poses.

**Retargeting Improvements**

* Improved the layout and usability of the Retarget and Skeleton Dimension tabs.
* Left and right values are now linked by default and can be adjusted independently when needed.
* Added Mirror Mode for streaming mirrored motion data.
* Improved elbow motion stability during retargeting.

**Recording, Playback, and Streaming Improvements**

* Improved recording and playback systems.
* Streaming now supports selecting individual actors for output.

**Block Tool Added**\
A new Block Tool has been added, allowing users to create reference blocks within the scene and adjust their position and size.

* Blocks can be placed based on tracker positions.
* Useful for quickly visualizing stages, objects, and reference areas.
* Can be used to verify on-site setups and organize tracking reference points.

**Other Changes**

* Removed the Legacy Male model.
* Fixed various motion and system-related issues.
* Resolved UI issues and improved overall usability.

\ <mark style="background-color:purple;">**Version 1.10.3b(Beta) - 2025. 12. 26.**</mark>

* Fixed an issue with the Preset function
* Fixed an issue with 'Show Target'

<mark style="background-color:purple;">**Version 1.10.2b(Beta) - 2025. 12. 15.**</mark>

* Improved waist movement
* Added Height Offset retarget feature
* Improved connection stability when connecting to SteamVR
* Fixed issue where trackers reappeared after renaming
* Fixed naming error when deleting Props
* Fixed waist snapping issue during Hand Match
* Added Streaming Motion Mirror Mode

<mark style="background-color:purple;">**Version 1.10.1b - 2025. 11. 10.**</mark>

* Retargeting Improvements and Bug Fixes

<mark style="background-color:purple;">**Version 1.10.0b - 2025. 10. 31.**</mark>

* Improved calibration
* Enhanced T-Pose visualization
* Improved StretchSense connection
* Improved Actor Retarget
* Unity Plugin enhancements
* Added Actor Model 2.0
* Added Warudo Plugin
* Added Animation Retarget feature
* Added Hand Match Retarget feature
* Added Bone Visualization feature

<mark style="background-color:purple;">**Version 1.9.1b - 2025. 10. 14.**</mark>

* Security update
* Renamed and improved Tracker Calibration UI
* New name: Tracker Calibration → Tracker Setup
* Enhanced usability of Tracker Setup
* Improved T-pose Assist

<mark style="background-color:purple;">**Version 1.9.0b - 2025. 10. 02.**</mark>

* Improved Calibration
* Improved 11-point tracker Calibration
* Added Tracker Calibration feature
* Added T-pose visualization
* Added Actor Info Preset
* Added support for Diver-X ContactGlove2
* Added tracker display feature
* Added waist and leg length adjustment

<mark style="background-color:purple;">**Version 1.8.2b - 2025. 08. 27.**</mark>

* Fixes an error related to Glove connection.

<mark style="background-color:purple;">**Version 1.8.1b - 2025. 08. 26.**</mark>

* Calibration Improvements
  * <mark style="color:red;">**\<Important>**</mark> <mark style="color:red;"></mark><mark style="color:red;">To ensure accurate calibration, the process is now restricted to the forward direction specified in the tracker map. Please face the direction indicated by the red arrow on the floor when performing calibration.</mark>
* Shoulder Retarget Feature Added
* Skeleton Dimension Feature Added
  * Retarget and Skeleton Dimension can only be adjusted once calibration is complete. All values are reset when calibration is released.
* Trigger Feature Added
  * Supports Receive / Send Trigger with compatible software.
* Multi-Streaming Support Added
  * Streaming data can now be sent simultaneously to multiple platforms, including Unity, Unreal, and Warudo.
* Record File Right-Click Context Menu Added
* Prop Feature Added
  * Currently supported only for streaming to Unity and MoA Server.\
    To stream Props to Unity, “Unity Plugin 1.4 (Beta)” or later is required.
* LTC View Added (configurable in the Device settings menu)
  * LTC Recording will be supported in a future update.
* BVH Data Recording Adjustments
  * Coordinate system updated to Y-up with scale correction.\
    For playback of existing files, a Z-up setting is required (selectable via dropdown menu).
* The currently active license is now shown in the Title Bar.
* When recording, the window border turns red for better visibility. (Supported on Windows 11 and above)
* Unity plugin updated to version 1.4(Beta)

<mark style="background-color:purple;">**Version 1.7.3 - 2025. 07. 31.**</mark>

* Improved Calibration
* Enhanced shoulder movement algorithm
* Added shoulder retargeting feature
* Improved FBX export functionality
* Added Trial License support
  * [Activate Trial License – MoA Documentation](/getting-started/step-by-step/3.-moa-settings/1-activate-license-on-moa/activate-trial-license)
* Optimized UI and improved visual clarity
* Added recording duration display feature

<mark style="background-color:purple;">**Version 1.7.0 - 2025. 07. 03.**</mark>

* Release of MoA Server, Integration with ARENA version
* Added FBX export (60fps)
* Added Light theme sync with windows (beta)
* Improved license management
* Added support for VR Type-C devices
* Added multi-user support for StretchSense gloves
* Improved Calibration
* Improved UI
* Improved timer: displays current program frame when idle
* Improved handling when tracker loses position (now fixed at last known location)
* Improved Unity plugin (compatible with version 1.3 and above)
* Overall program optimization
* Fixed recording bugs

<mark style="background-color:purple;">**Version 1.6.1 - 2025. 06. 02.**</mark>

* Windows 11 compatibility improvement (UI)

<mark style="background-color:purple;">**Version 1.6.0 - 2025. 05. 28.**</mark>

* Release of ARENA version
* Improved arm length calculation algorithm
* Improved Calibration algorithm
* Improved arm length retargeting
* Improved foot size retargeting
* Improved window position when launching the program
* UI improvements
* Streaming bug fix
* Resolution bug fix
* Animation playback bug fix

<mark style="background-color:purple;">**Version 1.5.0 - 2025. 05. 16.**</mark>

* Follow character camera available
* Grid on/off function available
* Repeat playback selection available
* Data export available
* Icon added when connecting devices
* Coordinate system introduced
* Timecode/timeline initialization after data playback available
* Recording data format changed to project data
* Calibration system improved
* User body ratio reflection improved
* N pose changed to T pose
* UI panel modified
* Window panels can be arranged
* Design changed for each device
* Color applied to distinguish trackers

<mark style="background-color:purple;">**Version 1.0.8 - 2025. 03. 27.**</mark>

* Fixed a bug that occurred during animation play
* UI improvements.

<mark style="background-color:purple;">**Version 1.0.7 - 2025. 03. 11.**</mark>

* Fixed bugs related to Unreal Engine 5.2 support, Warudo support, and VMC support
* Fixed calibration-related issues
* Fixed UI-related bugs


# Interface

MoA Mocap Interface

<figure><img src="/files/G31UrUYhHdii3JLxsoke" alt=""><figcaption></figcaption></figure>

### Device Management

* [Device](/feature/device-management/device)
* [Glove](/feature/device-management/glove)

### Network Streaming

* [Streaming](/feature/network-streaming/streaming)
* [Server](/feature/network-streaming/streaming/server)

### Motion File Management

* [Play Motion](/feature/motion-file-management/play-motion)

### Actor Management

* [Create](/feature/actor-management/create)
* [Actor List](/feature/actor-management/actor-list)
* [Bind Tracker](/feature/actor-management/bind-tracker)
* [Actor Retarget](/feature/actor-management/actor-retarget)

### Bottom Panel

* [Timecode](/bottom-panel/timecode)
* [Record Motion](/bottom-panel/record-motion)
* [Frame Rate](/bottom-panel/frame-rate)

### Toolbar

* [Menu](/toolbar/menu)
* [Tools](/toolbar/tools)


# Step By Step


# 1. Tracker Settings


# VIVE UT


# WiFi Version


# (1) Check user environment

* Necessary Equipment
  * VIVE Ultimate Tracker
  * VIVE HMD (XR Elite or FOCUS VISION)
  * Wireless router needed for Wi-Fi.
  * Straps for attaching the VIVE Ultimate Tracker to the body.

    * Foot straps: 2 pieces
    * Hand straps: 2 pieces
    * Waist strap: 1 piece
    * Head strap: 1 piece

    <sup>(For 11 trackers, include the following)</sup>

    * Elbow straps: 2 pieces
    * Knee straps: 2 pieces
    * Chest strap: 1 piece

* User system environment
  * Supported Windows10, Windows11
  * Install the program.
    * [Steam](https://store.steampowered.com/about/) / [Steam VR](https://store.steampowered.com/app/250820/SteamVR/)
    * [VIVE Hub](https://www.vive.com/vive-hub/download/)
    * VIVE Console (Download from the **Download** section within the VIVE Business + login page.)

* VIVE Ultimate Tracker environment
  * Create a VIVE Business + License Account and Purchase a License (Pro Tier or Higher).
  * You also need to purchase BWS(VIVE Business Warranty & Services) and UT licenses.


# (2) Register VIVE License

1. Access the VIVE BUSINESS+ homepage.
2. Click the **Manage Organization** tab.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcvlVn6_gaPnH6kjNI65F794oAHVMBJa-RfhD0U0lEt2j2_zlLLDyJ7FrF4f5IzeOQ3UgDDKrkSXbyOfrdh_Jn6L4PqiULASocLDYMyPAcNL-8L2IYfF1PqisQ0-1Zay4ONqIikmQ?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

3. Click the **Add License** button and enter the license code received at the time of purchase.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfXenJc-XpXVJEzVIreMWzuN866-ScvP85kNj0OMTchJdRe0mfAKf4llh6WL1N4oswwSrIDHptZvIOcTxD-1PZZ1b7v1NBuJDMkK8kBDSH4LNg1OBSc11M3XyHx3BBXq1Gmskgk?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>


# (3) VIVE HMD Setting

1. Open VIVE Business+ Console("VBP")

   <figure><img src="/files/DPlKl6CRboXAPvC92jF2" alt=""><figcaption></figcaption></figure>

2. After connecting the HMD you wish to register via USB, click the **Enroll** button on the right side of the HMD in the **Devices** tab.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcoVJzbmCwZBGgUIcB9Nsq5RhvfuCEQ79lYYMeErkbpTWE5cVLvUCKORgnS8b3Qc16jWFcHTU9yFOhXNQ_fgxUghFWreHTXJYEbudc8czPxhFyKJejriID6nnE6FcyyGUX8ZIj9?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

3. Enter a desired name for the VBP registration, then click the Enroll button to register.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcXwrtGl_XD1IyQ5frNoL8wVzUKR_g6hSBLX4wCl__OxTww-EHkloSxGlSBtg9XoJYwMLlVnsaTVNnFRjl8dCsEQCKWj0-iMWi7ws-Hk83ct-u9kigkBQ0_hBnvUr7rpVJTXOef?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

4. When the Enroll button displays as Registered, it means the registration has been successfully completed.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXctj8J-VCy4gGFeWA2y0kATw-9xpes0eLF5nMQ-0XeMg1BnfQ8XYbGKaHUcrxK-lyxjWMTe4okgE1aYhN_qWqqbeM_7trk4EhA4W53kQZJzOiJlvsqZsdEKxGQQwfSX0cG0t_LrPQ?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

5. Open your internet browser and go to [VBP](https://businessplus.vive.com/user/login).

6. Click the Manage devices tab, then click the Batch configuration tab.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfSq302PTHXgCOIfSCAK13srgOrXpad6CQZQdX1CAky7DPZIkaLm3OQEsh1luwbfzm_JMHhvMpcf05RVbuJDj0IIHccX8r8QnrOlxem8h-f2BzERj5Q5GxKZ2SuuXMShX-ONQF8?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

7. After clicking the **Create button**, select the **HMD device series** you'll be using.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXc2-sVX2qJM_2mplpZufvKwZ-QWzxMMLd6hrXpFRU31KvFpmd5yNpSG080l6xhHOebwxLK607RrJ_aEYId_ZlmKq_4FOI-di1T2HMcgfA44EwqB1ZCf25k7Dj1A5GrB3PVEnVwStw?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

8. Set a **custom name** and click the **Next button**.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfnrHUJsnC2vPdJ0tp4DQbg4WaexB3-4zPY31iu-I7dKG9A3iXXHdIbOdzo-GdlpQfwnZa_iGGzU4crjKpGqTbtachSDgYH94SV1BdwFLL1_IpBXfC2wtiYYHxNirM7txDo4Pettw?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

9. Click the **System Preferences** tab.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXf9y5uuRS5RjVDRJBIHRsSOnnhK5ajUJ1zTREOFyYRLtQCy6cQBMZ9qI7SsF3RfBFzaiqetMU0FHhTNbdj2MavwPiXIiTUO9Zy8IKIy76BJ6r9sYol2Eb1Rdn-GOcn6YjWkXbvW?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

10. Activate **USB debugging** at the bottom.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXe11AlOx0C0_45vqTehMxMmkX9Dd9E6eX5_-MFRaioLNeUvQHJ3Wj1CHYW0homtrB8WYGm0qgn9r03Qai4qtqJg3XKLRjLmmswsWrmraTqf7uVH4LoYCdg2FRMBqlO0ahihryBf6A?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

11. Click the **Advanced** tab.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcO4usktpOmXc0o1fRiFT5z_nn48PS-AUpCcJ72_KCXodFunBaBd5F3boX01FggaaJXyuJkx5QDpHOhJvrwf7a0g7VlEnWDqC_D79pasUTjX53KBnNUzu216N3HU5TiUJ09E1ts?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

12. Change the **Tracking mode** to **LBE mode**.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXd0Vr_oXk7XwKaHkOvaOImT60X2L-L1zT6HB_zAf2UaoVqBDO4S_CGTvqeT_VnjNL_bxoJOSGkE2GyC-UHexVxALu18MnOCRv8kRj8RIOxzcf1mCdMWcPIeRB0-VF2Ha1wtiF1uIA?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

13. Return to the VBP Console and click the **Refresh button**.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcthfInYS-dTsZ8jmgZ-aiDlk571bScMPCXKBAIrjI1O_5K862VY-YypfhyrbhjJ6qsUqmpALi3MJ1TH8HomTJiMhIN6FdYlzfX3Q1HKiPy333BW3HbyvofxhGUdK3RERDyAOvCGA?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

14. In the **Batch configuration** tab, confirm if the **Batch configuration you created** is present.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcWq4eAt4FbOM-fPUi0xD3jglpGEGRyA-hBS3cQArgxnO4WfPvtyw_NR4U_acAQH1w_T5LAmtHh0z-N-NqlGOXR2HUF8BJv6q3mm-tkSjtLFT3yx3Udeumsblw7PKImxY5egIOL_w?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

15. Once confirmed, in the **Devices** tab, change the connected HMD's **Mode** from **Normal** to **Offline**.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdVjUvOLt7zzOeBBfFz80uI0nK7jpEZKoqPxDj-cyYLUb3Vuta0cDB9AkOE3E7Q264DAOpfPTGUokD88Cl5hAzq5TkFlH5veXbYhO5R61JQ8VisNhkZ3UY_XZu0I6CHocVIT1hKvQ?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

16. After changing, select the **HMD series** you're using in the **Import** tab.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcxWwvaObdqxuaRERdchtdoil1d8IneH7FflHCs0FlS1FlP_mafHAgbSlr5zZW_yJXBpa4JyzVxxmcgEAYRsl9bIgQXj5RRdlnqqoJRIjrlIIBuzZWWD6fCb2cWoxw9816cIn_UJQ?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

17. Click the **Batch configuration** dropdown menu and select the **Batch configuration you created**.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcxWwvaObdqxuaRERdchtdoil1d8IneH7FflHCs0FlS1FlP_mafHAgbSlr5zZW_yJXBpa4JyzVxxmcgEAYRsl9bIgQXj5RRdlnqqoJRIjrlIIBuzZWWD6fCb2cWoxw9816cIn_UJQ?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

18. Check the checkbox for the respective HMD, then click the **Import button**.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfiqwa6vcT1NQVbFwnx8Q0ZDl8y0-r9d4csmL14pv9GTxf3q-ZbHR8c5z3dtLXwTIaeAZogBnQr5fbitEY1vV0MSaLzy72WowsE1mIhi8so8RSCzSWNDWUfE5ATOEnoP6IXWwuC?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

19. After confirming the popup content, click the **Import button**.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdFzWfc3IXzEmkr6JpjxTG5WITnHJY4lwj4jjhj9UngRCuDsdmmO-yaavvxKNiTDOgs4r-PLDgaKJiz8-04vPcPyf0fWydnrjjtYuTWR1ayozW1c5a9tUzRhIo_H2g7CX8Hb0ijGQ?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

20. Wait until the **yellow circle** to the left of the device name turns **green** and the **Status** changes to **Standing By**.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfJoiwDMjZNM6FWcrTOsT2C9EmTXLmocBFwAqzCNPwCZVoI47QqQ9ojc5SAWrHzxE6eMZYsR5_YrUDFFqGvx8go4X2kC6OtI_wD8ylHhTRb1SGzxif2N-JzOFPvEcR0LoaVFfYY?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfPzZFZrh2e81NHiPbJFUyUDbjNlgvYsufVhMyBEx-GAhqkFaSF31nenX85sYFfkookbZWIy2EAOLc0-mKF-NFUfttg4No9TWC2HkRLwTblqBHilqVkJsoPm6rbDShvF9V3ogpp?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

21. Change the **Mode** from **Offline** back to **Normal**.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfVif_jC_u0DC2mwmJ8eBJj-lPt__XYaF59nRW7R6deP0J4YSD7uj3tqosuZPPlJB5GQD0lTpV6ezFWB_Qt58ZDYFtCIpwj2lIgt_FSN7FvE2C-33Stq2MbvQt61p94NSRNGLNtOw?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

22. After drawing the LBE Map, select the HMD for which you created the Map in **Devices**, then scroll down and press the Map **Export** button.

    <figure><img src="/files/PjkFv25xewoUu45nFM8N" alt=""><figcaption></figcaption></figure>

23. Enter any desired **Map name** and click the **Export** button.

    <figure><img src="/files/uo5pGyIdHxwp4702CUhE" alt=""><figcaption></figcaption></figure>

24. If you have checked the **Map exported** notification, you can check the Map created in Maps.

    <figure><img src="/files/DWyynrBUpKBDmYLxpmtQ" alt=""><figcaption></figcaption></figure>

    <figure><img src="/files/2tqyaCMBgQDTtO2rFyVs" alt=""><figcaption></figcaption></figure>

25. After changing to the **Offline mode** as done in **step 15**, select the **HMD series** you are using in Import, select the **created Map**, check the HMD to which you want to put the Map, and then press the **Import** button.

    <figure><img src="/files/sbJO7VDm8rqVppQSMR1E" alt=""><figcaption></figcaption></figure>

26. If the **Map Name** appears as the imported name when you select HMD in Devices, it is a success.

    <figure><img src="/files/5XbNZMS8Q13KKWlsXF7K" alt=""><figcaption></figcaption></figure>


# (4) VIVE UT settings

1. Before configuring UT, you need to create a Map using the HMD. Please refer to [**here**](https://business.vive.com/us/support/vive-lbss/category_howto/creating-a-map-with-vive-manager.html) to create the map first, then proceed.
2. Click the **Tracker server** tab in the VBP Console.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdR6qCG-tr2oWmUkebtqpjP5Tz565elJ-vTVoqdGp6R6_fzazTrKq7Srgrwc4xgOjGyJwv_jhGo6HQAJVsn579QtB-LJJX6a7IBwiOaMlAaHdJTLaC9Q3S-iZLzKjnWeWx0alhi2w?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
3. Click the **Create** button.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcb-MuUzfk0tmwUuxpYxQWNaxn6BO3aacTmn72SD-V6C9KQSfRN3BotF5fatp1BYMq4K--T5ncreQnzZrV3fbiDqwG313TuoAnK8R7j1hPi-QzaO0O1cRPc4u8HxSaW8KunVWJI?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
4. Enter a **custom name** and the **IP address of your current PC**.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdu_kqtEbQNzulRlPQTIgGrt_Nhd8Ue4BP2VjQC25jHQ56PPGbizVggAghK5m5fYm0ZAIi8uQMb0h-5c2dBO_s2QAb5mp9Bhb7-Iib0OZD3JranvFHYE28Ac4M3A5IpgggY5IjWyg?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
5. Click **Add** to save, and after saving, you can click the **pencil icon** to modify the content.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcNaUlJOo5yHEfDQMy0v6zm-I52Vy2nA7B6g3io5vEf9zKpU0hKHVyDYJxsOH1aAvIbvwWWFe0i4FmtWgAVRW4gEWnbh_XDY51jJTGgAQX2WYQjjeISBvwrcE6TSFcMrnHkwXhGOA?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
6. Navigate to the **Batch configuration** tab, then click the **VIVE Ultimate Tracker** tab.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXf7uZcnI1bPNf8jFbU5Q1U5Hx7WCxs3i7ztmT0Rh8YcR7czDOq1783kZzViyoR2JByVPvjL46gIUBUG0M9zgCQlFpeY2IUHuD2YNjaEnzCxXhPWmTCAmRpM4FxvWcui_e7QuiRqgQ?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
7. After clicking the **Create** button, enter a **custom name** and change the **Connection & Tracking Mode** to **Wi-Fi LBE**.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfhOBISahiqjC3rywyX-_Giny64Aod4XgowCnxKkbGP3yoWxJLuZ5TINlefAustt50-eLdtqajx7L7v7fv4jwEoOqwP4v3OVcdt2wcBVewi2NmZiO7rpL3FpjDF7y_Gp5d1SEK30w?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
8. Set the **Tracker server name** to the server you created earlier.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdqypag7vNsmSvN5UXrze-OrAlgwsY5nwxvmUH-_3YCx8P1jZLWBwjOnsbFh-3is4LWlCdqhL47UPccGZrDN9onYA2c9AZaeJ4uRlKQ9rPB6cDxJoJ8QJDlEsAX-PlV2VAhFczQ?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
9. Enter the **SSID Name** and **Password** of the router connected to your PC, then click **Add** to save.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXf8CUnXjm4b-6-cK3BZtWJwg5kRIz_veifyplqGUXxqOtWSvfeuR1FYQ42Z6M9uCmUkMNiFWC0BRkWIsGOgkzFg8R-DgYJl0TwdCDKym-jS-7PpIGuFq80GW3jrgoiOhjuVRDTLEA?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
10. Connect the **Ultimate Tracker** to your PC via **USB**.
11. In the **Devices** tab, you can see the connected devices. If you don't see them, press the **UT's button** to wake it from standby.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeZFuL8nBBabzDYNgZAxpVg6Sro7Wg3tmAuRewM3qlafuFWSL-BCxJO536uHfCEBiJxscNy9FTp18db61jPrVWbwVFhHoy_gaOFLYP8X0kerVdOwNKPIO1_SRQ_KoeMAkySeHfnUA?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
12. Click the **Enroll** button for that UT.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcR7wP85YpNI16gkk5Z2j2SfU2HxHGIltnDeaUGdgKMVbQtxMj8Tb7d_t9UHfsP0tTOHLuulQpYGEyAxRH0dp6ueVdkNVFTjVgN28jK95nmvtqw6ywxzo9MYKsgZZKWpmXLiZ0t2Q?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
13. Enter a **custom name**, and then change the **Connection & Tracking Mode** to **Wi-Fi LBE**.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfa-e_kPAAXg89JgrLM_DhbEUbsWEzNZMQYME8h2h0eY3bjpl7riJIbUJMFkLvwtsb38_8rBjN1qh1DgVqH4TwQOqsV9q0qGOGi-ZYKEf98PODCUSaYOJwShcHvVdjq_lfArzJ7?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
14. Set the **Tracker server name** to the server you created earlier.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXclc_p0prGRUsNECJQx5fDSr3w0_dDiWuJFufZgFRvqKFe_zyWLbCL7YwU5JEiCc1Oi4klnNfM1gyDrjs6QkezlddPZB31DuALgRjSwHWD1lvxkpLehYzgQroO8Z2j5V-vh64qJ9w?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
15. Just like in step 8, enter the **SSID** and **password**.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfSCYsCe9gr4oep9vF5ZfQPQJP_o0rMR6WvXXtfU5HJHM8nIorNl-olj52fNevXQBw5olkcu2o-C-nxH2A1BLxt9fXVXunvmWvTkEi9ayMytY9ZB5WBN74B_Fwp45F1q5yF4Zy1eQ?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
16. Wait until the **UT restarts**, then confirm that the **Enroll button** has changed to **Registered**.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXc2W1xcccv3bJucvfqNO-PZd16kt2r3JNwi-I74YxUymfyDqD1RQkaAf4wM_-t9nELUaMBFiBHsC-3-TWT59LjizHsPgm2XIr9NCQPdVI0NZt_LEN9e7ALrTOUdhZBjDzbrmth-?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
17. Click the **Import tab**, and change **Import to (device type)** to **VIVE Ultimate Tracker**.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfnB6tpDJGscLvvlzgnu9IlDYFwX0inwzTiY7Lv4E9PbdTXxu-CJi1_Gt9q53Hz6S8pNiomOT0ZdtFnlo-8QxQodCyyC48HG8KytiTFRW1rbL9Zp8JpiU8Gsss7gtSbIvdwOH2Y?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
18. For **Map name**, select the map you created, and for **Batch configuration**, select the Batch configuration you created earlier.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXf3vwlJlt51ZDhtwfU0w7NUa4cNluiqN5G3OEllooLqeX2hPcnvwpyDtKoQNf0kH_ZUq7UZf0k6x4T4fty_cMsUkUL463IkDMiUu6kYQ5bdsSM4HIuDdYEuJgA6QpEdjBDs6VePXA?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
19. Check the **UT device** to which you want to apply the map.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcI04-WYoT00dL6Uf1Cl5X4_v-IPJKMwJQ3ENROlA-9oQaRviMlKwnt5MPOI9wOqhsS4MGmsw-dWEqa1_Hqu0NSZ6OKAV2aVO1T1B-tYGhRAbvSaosBg5jXliz3UkE58Zqa9cAECw?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
20. Check the pop-up that appears after clicking the **Import button** in the bottom right, and then click the **Import button** once more.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdgOW6gAiMEx-811KwFNHqPO7TEsy_d5T2pPvAw127vB10H8q6nIhQb2R4_4_1Q8n20D_kUWJA7E7zO8jwCEtASPPNcOVT-xqF4ycaRZkp6fSu-9hwV1jsWbgWTM3ZAxxW04rN4lA?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
21. Wait until the **UT reboots**.
22. Once the **UT is back on**, click on the device in the **Devices tab** to confirm that the **Map name** and **Batch configuration** have been correctly applied.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfck0CBQ0pQyyUj9-_Dm5WiEMxMPabnWoddhaAD8JfbiC9_iZ6PkvUPR7ht6zkug0vS7Xof1X6CnRmL9LqlH2XoBBQ48kRW1NMS1Fwh1vGTjoFbI1cZQBT-MR-0TDNlCFS-Zbqd?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
23. Repeat steps **10 through 22** for all UTs you intend to use.


# Bluetooth Version

{% embed url="<http://youtube.com/watch?v=D53DEBVqvUY>" %}

Connect to **SteamVR** by referring to the official VIVE tutorial video.


# 2. Wearing a strap


# 6 Tracker Type

1. Full Shot

   <figure><img src="/files/Fps3heerUDCpXNQSHOe7" alt=""><figcaption></figcaption></figure>
2. The head strap should be worn with the sensor facing the back of the head. The orientation (top or bottom) of the sensor does not matter.

   <figure><img src="/files/F0r23m23oNHdsQpC2wOY" alt=""><figcaption></figcaption></figure>
3. The hip strap should be worn so that the sensor is aligned with the tailbone. The orientation (top or bottom) of the sensor does not matter.

   <figure><img src="/files/zs28JqkAvgfFTmvhoqgp" alt=""><figcaption></figcaption></figure>
4. The hand strap should be worn with the sensor facing the back of the hand. The orientation (top or bottom) of the sensor does not matter.

   <figure><img src="/files/SGjdPIlalYYYbALeHAuI" alt=""><figcaption></figcaption></figure>
5. The foot strap should be worn with the sensor facing the top of the foot. The orientation (top or bottom) of the sensor does not matter.

   <figure><img src="/files/b4B4nzAFPdol1Q8ehPrZ" alt=""><figcaption></figcaption></figure>


# 11 Tracker Type

Preparing...


# VR A/B Type

<figure><img src="/files/7zW0xhHmEzDksjIHe3nI" alt=""><figcaption></figcaption></figure>

Follow the general guidelines for wearing VR in normal situations.

VR type A uses a tracker, while VR type B uses the HMD's controller.


# VR C Type

<figure><img src="/files/EUwMZAzDNEUKg7Bd7Nhp" alt=""><figcaption></figcaption></figure>

VR C type is for users who use 5 trackers and HMD.

The HMD is worn in the opposite direction of the normal wearing style, ensuring the user's field of vision is preserved.


# 3. MoA Settings


# (1) Activate License on MoA

1. After running MoA, click Help at the top, then click the *License* button or click *Active License*.

   <figure><img src="/files/Ma00EnyAWfHLXoSisv1E" alt=""><figcaption></figcaption></figure>
2. Check the License Key input window. Enter your License and then click the *Add License* button.

   <figure><img src="/files/HaG3BtKyVOaiwyezvETw" alt=""><figcaption></figcaption></figure>
3. If the license has been successfully registered, the license will appear in Installed Licenses. Activate your license by clicking the *Activate* button.

   <figure><img src="/files/nU0X6dqm47Ao86MfG8SC" alt=""><figcaption></figcaption></figure>
4. If the license has been activated successfully, the currently activated license will be displayed in green. Check the MoA window.

   <figure><img src="/files/ugMpY1Xt3ntOcZFcP8iD" alt=""><figcaption></figcaption></figure>

<mark style="color:orange;">**You can register multiple licenses and use them while switching between them.**</mark>


# Activate Trial License

**Trial License is available from version 1.7.2 and above.**

1. Launch MoA and click the **"Activate License"** button.

   <figure><img src="/files/zUAej15kIVXo8uWRLgH2" alt=""><figcaption></figcaption></figure>
2. Click the **"Start Trial"** button.

   <figure><img src="/files/Zi49Kl9kH5Up7HQ70HUL" alt=""><figcaption></figcaption></figure>
3. Enter your **First Name, Last Name, and Email**, then click **"Start Trial"** again.

   <figure><img src="/files/DbPk0cINydXP7AHrP17Y" alt=""><figcaption></figcaption></figure>

   <figure><img src="/files/F9NRoi5FJR175AJsOGrK" alt=""><figcaption></figcaption></figure>

⚠️ **The Trial License must be activated each time you launch MoA.**


# (2) Start on MoA

1. Create an Actor. (1 for AVATA, 2 for ARENA)

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXf3e5LboMM_hozNaZm3tE-_vgSFk48Xwn2_8VGT76CZBnnvvXqdhJDNuspSPpuf8tmUZUi2CY1upVKRwjvZWO8JfFmMCEmETjmu1U_6DwYpVX5eIjgU39gR7Yy54aY_tTxV5w4LOA?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
2. Connect the device.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfRYIDyYeeknQaIXeN84TwBk_Ilk0D5e0T1kvDbzj8cQrxYLmeUAlYjgDaFXvt9yq7PnI0JIP5In2NI5-SXn2KfPj2zYG6CMUwFok3iepMQ_EyYHBCeMekD5lYJDnONG5-yFF2EZw?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
3. Select the type to use and assign devices to each body part.

   1. The circular indicators on the Actor image represent the status of the Trackers. For VIVE UT, green means normal, and yellow means the Tracker has lost its position. If it's yellow, show the surrounding environment to the Tracker camera to help it recognize the environment.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdeAgKp7rJl35fxF4BzDFrHZNylFsOrXKMP0OGF_uH0QR1lpV7lhb2U3O1zTxQuUaKIhJ1eouxslYl8SYbNuD6aTX4dREdfDiWEG7Qny62jnmryEBc_hZDnWeZe5im39M8luD0xRw?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
4. Click the "Calibration" button to proceed with calibration. When doing it alone, you can set the "Delay" value to postpone the calibration start time. Maintain a T-pose during calibration. Once calibration is complete, move your body to verify that the calibration was done correctly.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXe8TeG8afuHi6xWHPflsIDDYQ2BagKgSyanbOiBbv4JKTMvx7cZiZ2zImfoSHwi2sedCcprblTiJc12B9dzK-vaO8RXHQiLiHuN1zdh8Ls2VuLwOAhTUApqkNhkyPLyvEelYppsIw?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXe4UBPi-YLenqrPbgctPbFcL_0NxjtLyVYMaK9bjYUyZvu9uyaQFJhJOlZCCrrvsrjd_8mDnjCFhAjo5stYdzxADGY2EB7sxakqAmsrrEblVsjsf27Z7ia27NWtaVmNUPV2ExxTSg?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

* **Streaming**
  * In the Streaming tab of the Network window, select the desired Software, configure according to the [link](https://docs.moamocap.com/feature/network-streaming/streaming), and click the Connect button to stream data.
* **Recording Motion**
  * Enter the desired name in Slate, then click the red record button to start recording.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeIIMDMTnnpIGWtICM_exPMRv_zmy8uaY-o91PGQV-uPQI_Z7OC5yCdtYuxnLCz9noV2R8SO3gE1_us6KATvrLAPMPh-LcnnCAfEHdX0JRFkseMgXO_Q_W4cXEmEOsIwCT7cWZoTw?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
  * To end recording, click the blue stop recording button to end/save the recording.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXe7t07jveNhBtOyryX_fnVo6lBAKjOEFSiHuPUYvAfngM-5K_1XUd1YwRE4tlYaETZtmza0nV3VPP7gzFRXCzOkB5HCxjhQoFPGc2BnVu2I9N6IcXttfBZGQ2tR3cs5ENxCso-jkQ?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
  * Recorded files can be viewed in the Record Files window and can be played by clicking on them.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeXW7f1K1-ILiqhL8cFYoGXI96C_ql4fgVZrGHO5kz5eRDAvot8c8I2sBWxiq_49jBunFMQv1R0LJFS5M8lxHpvlnfPjnkYrgTIpp5hnRh2wkT3p_n1Cu0iktXsRSjxQCCpU5gUSA?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
  * Recording files with checked checkboxes can be exported as BVH files by clicking the Export button.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXflKkayjAsm-ZcS-nPsg3JGsQl8N20J4o_M9VADqQ9iyOKaEhevA8xcWTT8xmR91FK3X1-Zl1-aQygSwQu50XqQqPNsCe83jgX4_N8gVQcW6V2NHDFeKn_Bojo89W6S9MpZdeSCuA?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>


# Device Management

<figure><img src="/files/yeGtqZSYEdm6v0IZ9ShB" alt=""><figcaption></figcaption></figure>

* [Device(Tracker)](/feature/device-management/device)
* [Glove](/feature/device-management/glove)


# Device

<div align="center"><figure><img src="/files/PvG66Aky6SlpwocukIrX" alt=""><figcaption></figcaption></figure></div>

After selecting the type of sensor you want to use, you can connect to it by pressing the **Connect** button.

<figure><img src="/files/yvjYUfLMPlcmK8lFraZf" alt=""><figcaption></figcaption></figure>

You can check the serial number and battery status of the connected sensor, and you can also change the displayed label as needed.&#x20;

<figure><img src="/files/5fMzpn5hK7wVsaX27yJ2" alt=""><figcaption></figcaption></figure>

You can change it to your desired name by clicking on the area where the serial number is written.


# Glove

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfHXowzPHpygA8e_cA3SFlCgZGOT7CyV5FXtWOFlluzuYy_pbi1izBb3Ag1Z8xd1Fqs5YlGVuESHxIH99OmQLg8CRAJkSyrLL04joLjvikLLiiR-PjWPjF0KTQEVT-aNjGmyBQR?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

When using motion capture gloves, you can select the glove you're using and press **Connect** to link up. Once connected, you'll be able to see the glove's serial number, battery status, and hand position. <sup>(We support both Manus and StretchSense Gloves.)</sup>


# Stretchsense

1. Open the **Edit -> Settings** menu.

   <figure><img src="/files/YnDacmizE8HvwD5UysdX" alt=""><figcaption></figcaption></figure>
2. Configure the OpenSDK settings as shown in the image.

   <figure><img src="/files/rD84os0uIHdx2NxuJ4nw" alt=""><figcaption></figcaption></figure>
3. Change the **Retargeting Model** to **RAYNOS-chan-1.0.4-Studio.json**.

   <figure><img src="/files/f8puyWiGAlW8UYLiHtzr" alt=""><figcaption><p>Make sure to update it for <strong>both hands</strong>.</p></figcaption></figure>
4. If using with 2 people (Available from HandEngine Pro.), click **Show Stage** to display both users' gloves on the same screen.

   <figure><img src="/files/qEQooM0cIXZhE9B5vbAl" alt=""><figcaption></figcaption></figure>

   <figure><img src="/files/Qjt7jT9VIjdE1OkUQRws" alt=""><figcaption></figcaption></figure>


# Network Streaming

<figure><img src="/files/XgN0YZvnJRr8CLDEyCY4" alt=""><figcaption></figcaption></figure>

* [Streaming](/feature/network-streaming/streaming)
* [Trigger](/feature/network-streaming/trigger)


# Streaming

<figure><img src="/files/z2ZuW3poAfc4GUC2PVGW" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/kLDknB7fWIiqiwVYDUwy" alt=""><figcaption></figcaption></figure>

A new streaming system has been introduced starting from version 1.8.\
If you are using an earlier version, please refer to [**this page**](/feature/network-streaming/streaming-old).

In the new streaming system, not only **Actor streaming** but also the newly added **Prop streaming** is supported. You can configure streaming settings in each tab.

* **Name**: An identifier used only within MoA.
* **Host**: Enter the IP address to which the streaming data will be sent.
* **Port**: Enter the port number to which the streaming data will be sent.
* **Streaming Platform**: Select the platform to stream the data to.
* **Actor / Prop**: Specify the Actor or Prop name you want to send data for.
  * If the dropdown menu is disabled, it means that the selected platform sends all data at once. In that case, refer to the platform’s internal settings.
* **Send**: A toggle to determine whether to send the data.
  * If you do not want to send the data temporarily, do not delete the entry—simply switch off the toggle.


# Unity

How to send streaming data to Unity.

1. Prepare the Unity project to be used.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXd15IK33UGa5kIfOvcyC7rmqDz1wPiQPG4WJ2qVCBv8nZ25HKN4Hj36ID-UAuUomM5J6L8BEm2yS_26VtiJo5lX87PqMV-wxyY1tS51sRagRDTp0C5YJuofQR3mLjybZohZdaWW?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
2. Download the Unity Plugin from [**here**](https://www.moamocap.com/ko/download).

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeCJ1ifU_C-rlJltlABOxcjVE-JBcgafggIYtcY0XSfjCW8Ae1F4OvaBMVqY9aW0WfftcoJpa_Tnr4tOp8i0SXP8IrqZti3NuFqAIPOLWJDhdK2o06BYI8sitWMH9lw2JEwhosx?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
3. Right-click on **Assets** in the Project window and select **Custom Package**.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfiNvgoSgkWAOrYr6Uk5C-1GNo4NsJoHvkZSlgFXbzNHY0PH0hSX5tvWABiQxCqgEAILBDsMfBTv_ylaagtWngo44w1nuwCFgBcyanG_Ip-CIMDxvtRdEceMwtYn_93UB-6jmUq?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
4. Select the downloaded packages and click **Open**.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdXdJydBTsAyk4xfZji9fIhWizvNEILBcoBj49ILrzTXyCNNRswFp82U73xtlV-qu0idY0sBGJxn9msI64wSuRnnNDOYwk5NlJxTb5rN3E2W6uCVD8i07X2twr8j4lJOGwdlHUV?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
5. In the **Import Unity Package** window, click **Import**.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdnxZgCa_wztgR2PH2RdC3sZFDR6LDBePOedB5J-ItlCXj-t46HT3dceuQVWBs47bpD3qNwaq7sLm0jdBOK4eLyCTfYubChLdNYZkwuFrskDXG8qt9OHw9a9Yv6PfxUnbNcX8zbvA?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
6. Prepare a model with a Humanoid Avatar applied. e.g., Mixamo ([set up for Unity avatar](https://docs.unity3d.com/kr/2022.1/Manual/ConfiguringtheAvatar.html))<br>
7. Place **Moa Stream Client** and **Moa Avatar Stream** from the **MoA/Prefabs** folder into the scene.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeM2FTPd1sKx4uM1qNrbmI2Ga2cBGo_UiCB941K7s_zlGeoGDL22fREhjy1KwzZCM6Z6_5fsFaoK9KlRCHQ3bRpIP8h5FnwY_64WInqIpEBG_5cO6WLDDgYiasct5VokQneYXR2Dw?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
8. Set the server's port to be the same as the port configured in MoA Streaming (default port: 3333).

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdtp1xz8lryvjWI4ucvMw98j8NfivYJ79EWe9pVzxWij5RQd3vbDXxqwgWVyN3T3UJCXNK_yaG-uvg3dJcngJSbJxnpt-VmI5-VOtqwgvDKEoeaUsGRLnT1Uoygbb9CtmsTclwGGQ?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcyfl9xdR59eYaS-nWn0tPAWOax8Qv7Z_O8nX6a8z6kUAY9PPjf_qAhtOe_JPR2fxty51Pb-dJxjMgULhSNwYP6-b0DLlN7TKtEJ1cTWrsE1KxU4IbsrIwjGgviqowL0dfFliSkpA?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
9. In **MoA Avatar Stream**, assign **Moa Stream Client** to the Moa Stream Client field, and assign the Humanoid character to the Target Animator field.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfX88VfoRmqKgTMGgncZj0Bc0ueLQudx20peQvdcIw5zh_YbRxan03qVLoqu8-nIi4f_vu9Ty9Xg70b-uHt4neFoY46DSByHbbtg-u2XMxPrbGExwqH0y8uMx1nI9stWoc9Fc7teA?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
10. If the data streaming from MoA is live data, set it to **Live**; if playing back recorded animation, switch it to **Animation**.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdrK3PkLWtqordE6Fmm7P0tK6GoeccWTnOrG6eQ3pkY4qQN9zZViorklWtxo5DiiKm0lsfZIIZ1woRYoj8GC5zRnsefnsWkmjk17rxeYH9kaXkNGw-1e2Y56gWpYxksaI2QI2_BFQ?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
11. Enter the Actor Name set in MoA.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdakYsSHHWPBWEIW7qRRT02K5YM-nFxFbvWmmsxNnoqkn4rXwPt9uet_zR5yNBI9OZwfrgtN75G9cg27hwOP5x0pAVBQyjNqmN84MrUwoB1t8wlvM4lHudVGvGXQHu9xaXiNrYmxA?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfGQmY0-eBDREcNKqax0KMQNkv9ktYEXeR2taBOzo3wSS9qiIFOSkbVLA7Aj3gr-YQdXeB0iO6qoh7Dtim9r50lwGt1LM0iNQtO35UiFk1I4lwlzEuDTR4LXkxg_BY8ttBX4Muf?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
12. You can check the character's joints through Visualization. (This feature is Editor-only.)

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdYHAf3h_Zd80dDv4zSbe6X-5JnieqrUtd3fL_7IXhpqFaaFoDJAl73EAhcvbgy7GOEK_S5XffvDMgvTDGa3jJn6pUd1oSyxmkPQeY5JEATHA_n2AmZBVV4JUX_Rq2-aCv8vACo?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

* Bone Visualization is visible only in the Scene view and can be seen only when Gizmos are enabled.

  <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdr9oB9zh5Gv8s1a2DpRYmBaBUUuZFuLWTWH9eoQwJiSs4LmDCl1RIc_umEdlfd74eZYPF64kLNd5YDwHwqjGVMk-rWMYF-91qhJuf-8h-U5Kq5CLGTbAOPtu6Edj1toAq1XfQ62Q?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

13. Press the Play button.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcHWJspZpHZ8A5g9whq40GT3Tr9yprjo-ajSQr8fB3Ay-Ib5LXtId9U4tyDXjZdJwNxb5bfi98WbDFmFa53R0Qv7kMtQr4m-z5q68bxB8JxuSV4QpM4NF7Q2fsWaFKqU0L1EJ9N?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
14. Check if the desired data is coming through.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfShg7KLsArkrxDvaq6SVtQ-FVKMWmBaJKmjbQwJeFCuxvv8PSCD5j95WxmGsFGHAR600sIc2lnUww4rD71D1w556tVFFPQwDPdWsMRV9y6A_fjUtPuiJtq0jFQsFBeWkoNAnDq?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
15. To check the created example, open the scene in the **MoA/Sample** folder.
16. If the data is not reflected correctly, check the bone structure or the avatar setup of the Avatar. (Example of a proper avatar: Mixamo)

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcgP8CbypdhLEnDgDvd8o2UJvlgKZPKj-nilr_ssSKPk6gNhoAW9mODczzhXWqhGzHG3ZfKxcmbi0aA53PAC3wn-Uhx0FvykX833uUkcjH9-hTvgiZ9joFO1CmmPkx5GE0-cXDB?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

* The position of the Hips assigned to the Avatar should not be the same as the root.


# UnrealEngine

How to send streaming data to UnrealEngine.

{% embed url="<https://youtu.be/ySb88mSIVFs?si=IlulquZi04aa9yW>\_" %}


# UnrealEngine Lagacy

How to send streaming data to UnrealEngine.

1. Download the Unreal Engine Plugin from [**here**](https://www.moamocap.com/ko/download). It currently supports version 5.2.
2. Place the downloaded plugin into the '..\ UEProject\Plugins' folder. If the project was open during this process, close and reopen it.
3. In the Content Browser, right-click the Skeleton in the '\Plugin\Sample\MoAModelMeshes' folder and create an Animation Blueprint.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeaUDm6TlYs3HJJ70NnTAplkJTazLKxLDsvZ_aID_ykdFGD4lDjka-Wt_ZtG4WkpVcuSj_9xzR1MJvgDB-Tiai1ER3QuQkSx0rt2A8PwvnDBMsh-aDTEb98gI-eeQGJ_za-6R3rGg?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
4. Double-click the created Animation Blueprint and connect **Live Link Pose** to the Result node.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdhDRh5TxeOUVDLo5gDeEhi79KhtKsPnibCWp7OFuk5E2Makl8Lg_fSUzA1y_y6_1kDaDlRQ-BKh2zQRYlzVGJ0JhkdoiNmubcqPZ7kzSnj8jGrhGVPHnQBWL5ont4hi3yMhSYOCA?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
5. Select the Live Link Subject.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcU_FzZFLaqfj9_9ieFxciBr763CR1JU_km5AJbFUzfGb30nsLQ9GABP8_ZxtZ6VJoCNosIaCixHAEODoJOsAvZS8vHu5Pfk_quWf2b_6SLEWtKq0hvQzaQEHKa_49H89A-SWrYWQ?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
6. Select the Live Link Pose and change the Retarget Asset to **MoARemapAsset**.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdffAECScJllpWWXiuMAE8L7gYQZyqplA1MZkheHjCSiWs8OE2w_YeuzE-faFbXr6G9JvmCbk2mSJECbeOSIH65tcBYXzojFdf4OtXdgkUQqTOh-DAoZOVShIBr38UitqCeoFvk?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
7. Import the model you want to use for another character in MoA UE.
8. Right-click and create an IK Rig from the Animation menu. Set up the IK Rig by referencing **IK\_MoA** located in '\Plugins\MoALiveLink Content\Sample\Retarget\IK'.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfdDBPjhKHV3crO51Btx5EDw2MZ2hiTceXNTH7PerhZb4h_4Bkaw6XPv8oEegA9YbWBAAkpkUKmcGK-7FgIeoHGcU2KdH8pG1XAuAa7IOaxiwIbwfR14A5UWpuNtyNn6acV-OQ8Vg?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
9. Set up the IK Rig.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXe5J3kHUDjdZVaSm4kAa1ccypkD7AsvF3cbNhGp0e4RKKyLEWdCE3p0w-ukMhV5O6WcH4P2IkuASxFbTH5DxLhDbAvCHsH3teR-PlFEOnqsmHiBMwMYtGdJ4pzYFkt3-0VAzCITug?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXc3hc57ZRo44vtmx6m41qGR2t7Whs8vpAbU5npP4WgBC0aWxi7A6HKKgdxAzWtVv4m72v-UctV2z10PZB6uVT1HfahB23Z9GXS6ktYmsgMbFcXj1j-tB-xylZpj9hlWrm3jWBxUHg?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdG2o_NsKvkD_2kcqhZpVbecbbS28VtNXcMLZjjfrYeDK5mAhF6PtfJf4KYSBShWisVVWd9XWvn5mttoJCnpI6v0PHBqt_V5AKsnncbqp_HkPw8ewocqKSALSJmlUYbXDBjxpbUzA?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
10. Create and set up the IK Retargeter.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcwTCKuXBp37mcNdtFo0TcTOqprR6wWqGxwTPUuS4CET9W4JhzlI-6aoWTyoEy03ff41Oz9mUxuP8HhV4q5DKQXO8ChEB6lCekEONB4BRTx8ubQGlgzdXpnUPUf2iMRbajzwNe2?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdvf34EOHiHuJknS1_cfTKedqIiG6TUpBa0EEzGkOxpLrYNqG-pbER5zi4kzZ51ZgvF6N4KDNbx3X9LUBx6Iusc4iOk4_a4q824tpysEGODNJ7BHmB8biFi2Jk3sVA39JoaudEF?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
11. Create an Animation Blueprint for the Skeleton you will use.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXf0qdomcmBprowZocGfSCJbd6s908GzVcV-RmMFtms4Pp-sSr_RL1rX--0fU_rU0ypPqrHICBBt-0JRNWhygipRueMqVtt2NRgjuhUvs4OBjlLOBWLD3JTS1pYXrdZKqVfwA-yleQ?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
12. Connect **Retarget Pose From Mesh**.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeb4npTSYjZ-qMWePNNAf0AQnNpcM9v64Ou65HWYqt5thzkTGEZ_fv67QFG7YJjN9n9P9fVNrw1A3G1BhiGh7FhRBEnRsOboNjHKXKpdlcRnE3iWL5X-rNv_bgA4LcJm2586oZi?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
13. Click **Add** and add two Skeletal Meshes.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeJoAMIkC0n9VBLBkPkGO1hbxm8XrKhIgIAjblzMhi-3IdMXd0Sh5EVUX0FWw0P8yUf91b77qd3CSY4I4YgjD8Ns7LnKnX6C2yO-5nkp_yAxBDvSbW1e1v9_J0Y9rIORQOfapa5Jw?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXee5YrKb8YDNV9K93ZGgMi07z3dQ09FsxR4-iiYUCT9dKPzKTkIoeJyR8C-hCmT11v7U4MZPjYb3BJ4TNeqbt3eOo-E7wZYjcmnpCAwRNaZy_MAoMQ-LI-jdY7bGR_DwzVAAgzEGw?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
14. For each Skeletal Mesh, select the MoA Mesh and the mesh of the model you will use.    \
    For the Anim Class, assign the Live Link Animation Blueprint to the MoA mesh, and assign the Animation Blueprint created in step 7 to the model mesh.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXc3g-9mIlxa7VoU7rqE5YWIdcjNLlXxtb-mQHaWB7L1N_kxcscLb5HlDYzkqGKnjlMADGqNZ4gRth8HsjKZ0oD2jupfO_N4TXROnihkU1pFODZ6xztzgxIl8WdSnECy97T1-z8E_g?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfmRKRaxxorFb2I5r7yXB6HDs2_P6qJTJQEIfiW02ZcqWf3xVKbeAqRYKw8fBJPCjD5Y8bWo_If_JZZr6eRSITdYVpdFVJpA-PR1FCuZVd12lnjEhalkopEKX1_NrgFiJNAUnGj?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
15. Click **Add** and add Live Link Skeletal Animation.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcMrzeHdZ-wghb2_kvHkTxl_TaMG1PF5tuhMncjgOl23OP1WLHb8hc7QuT5EkkX8vUBnrQDMnwsb9djfd2GWJj8ej5ImYTJRyDRJFFDsf6pzpvzt5z9ilOc0thhvben0OXJtbTXVg?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
16. Since the MoA model does not need to be displayed, uncheck **Visible** in Rendering.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeCR9F9B80q8E-q1UnPV-dkuM9uGNgxERqRlirgJJ-GQGUa7j7TqpK0L9fgGTll3Occsgi1QxOHeyqE-0oe8JhgDtEOzJJLuuqNJT1WTM0TEcjSgAa3QJK3UUDzLxVpFh5UloHs5w?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
17. Place the Blueprint in the map and check it.

    <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXd4I8N50vYgaO1DNZhZWOTEMArpHTdaHFyavYNBTup8pwLL08HtQHttqt5poiprjNRLgnkrLxdzwiqnGp_xiCGAOaDI03oeg_9d5tzF4RJeu6zokdYg41cigB3lPd-bqJXqOhM2uw?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>


# Warudo

How to send streaming data to Warudo.

**For versions lower than 1.10.0, please follow the** [**link**](/feature/network-streaming/streaming/warudo/warudo-lagacy)**.**

{% embed url="<https://youtu.be/ug9bZP5sgVE?si=zzjKy_M3QtBBnA9t>" %}


# Warudo Lagacy

How to send streaming data to Warudo.

1. Click Setup Motion Capture in the Character tab.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXd6sKCwKuKS-H-aWqejqo25I4UvCb9GQRV2-kLqNzsuBTRIm81OH3EU8zn1SM7OCLAx7YTFkzNzQ0FW-qnrnWr5NUXUCsCiHVKm8xLuvETYlgF3Uh7c_nnu9I4o60OuXCuXb2qm?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
2. For Face, select the software you are currently using.
3. Select VMC in Setup Pose Tracking.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXehXY2S43K1mGgWMrIb7OZAUBdDIgIGsn7i6FvOcE4J5-AO2AbmmlN1OU9uUhtXBvEbxH-5QL5cbgBTEJBD-dRIGEjGxoWN8EStaUUbSKUP-TYw6P1BVe3iLbWIS5MbExb6xlHcmg?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
4. Click OK to complete the settings, and blueprints will be automatically generated.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXd290oibIvswFc6zhOZou5mjjenSme7HNxDSplv1YsrweOldPBJLIabAmrwvY-5Bq93W_WD7pZ-0AcIma0emB6uWObhI3YhWrF_eyrLyYXUqYSLZJAML0cmopaI5IohNHVGiSGz?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
5. Go to the Blueprints tab and select Pose Tracking - VMC.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXesJ8nPPwz4bPw-KUHCeBhCS_VMwn1kJCV0ahhKkMElqpXOoBDW1Y-yn9MMrrS9WW-5_fQl-YOwbQ_jwW9gsVv-tRMZhONRf31sjhIGHS9Bpyfs-qoZaKrlYIEuo2SOfVLNjFay?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
6. Connect the Exit of Override Character Bone Rotations to the Enter of Offset Character Transform.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeWOYx31NhPcJrIc-li7B51tFW78r5Agrnp1Cz09b1dYZkJHGpWG-s5YXSshVvPHWVE7CpNjS9LF8fKHCxpBkz5U7E3s96crfSr4enjzw3LRUjJhcQJhSzR19SHcrp0dqsJb7LkwA?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
7. In MoA, change Software to Warudo, set Network IP to the IP of the PC where Warudo is running, and set Port to the designated port. **(Default Port 39539)**

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXf-ngisSFMYhcNt8fMbAj5-SFULLJT7zzjl9WJrs170SFkvYuU-nKROhiLHr17TnrFtIswaCirFESizPdJ6P4qEcdFFZDUr9dLX6QbspPx0xuhVlxRCBYXfaOPO2_mFPmXSZSf5?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>
8. Verify that the data is moving.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfwNYSkb9VFRRIXmTVGe204cGkHl0DUIDi9tg4aqGYO3ymF26QgJCsGVxOzuLy8_hGeCXFW4MUOZirBFNo9xqd_dhGYXdDwDzCOqZPeArQvLvRGsELsNgEElqGEw9fi3SDVEWpZ?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>


# VMC Protocol

How to send streaming data to VMC Protocol.

((  vmcprotocol에 스트리밍 하는 방법 작성  ))


# Server

<mark style="color:orange;">**Streaming to MoA Server is supported starting from the MoA ARENA version. It will not be displayed in earlier versions.**</mark>

<figure><img src="/files/Ev0k9huOsROZ7eyLvQyu" alt=""><figcaption></figcaption></figure>

In the **Client List** of MoA Server, you can configure the receiving port by clicking the **Edit** button.\
When the receiving port of MoA Server matches the streaming port set in MoA, the data will be activated in MoA Server.


# Trigger

This feature is supported starting from version 1.8.

<figure><img src="/files/6ZbHX8JJu9aDZbbCYk1X" alt=""><figcaption></figcaption></figure>

Starting from version 1.8, a **Trigger feature** has been added.\
It supports both **Send** and **Receive**.

* When software that supports triggers sends a **File Name**, it will also be applied in MoA.
* If a **standard format** is used, MoA can also send the File Name so that it is applied in the other program.


# Streaming(Old)

* **Software** : Select the software to stream motion capture data.<img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfX2hTSn_sD8bHESml6Rq_mEce5K-BUH5bchdib-jCWAk3BwOTcKtlggI0Lox-gEix0s_8wR0MqY9lEPoRSUS5RWJNv2V3fpQx6YAqyaMkPk3IcC06rQnJco-_nVqZq_wvzeNfF9w?key=9m4xci9gSwV6EzgKszuVRHA-" alt="" data-size="original">

  * **Unity**: Stream to Unity using the **MoA Plugin**.
  * **Unreal Engine**: Stream to Unreal Engine with the **MoA Unreal Plugin**.
  * **Warudo**: Stream using the **Warudo program** (default port: **39539**).
  * **VMC Protocol**: Stream to programs that support the **VMC protocol** (default port: **39539**).

  Please refer to **'here'** for detailed streaming methods for each software.

* Network IP : Please enter the IP address and port number of the PC that will receive the streaming data. To stream to the software on your current PC, enter **127.0.0.1** (Default port: **3333**)


# Motion File Management

<figure><img src="/files/xUus14uW0Ry43jp9twF3" alt=""><figcaption></figcaption></figure>

* [Play Motion](/feature/motion-file-management/play-motion)


# Play Motion

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXerHLcAJy6N6Osae6Dv3TFom7YIU046BUxrbZJqhRurBAeNiDZsdCIZn4oMSY3cT6O9LH0Z_xhgzG3Uy0gqHsHr1jbcoN5iWNTmcclDwaGs_DBe9MVzW6Qzm52HGA3JUmIdO9Ls3g?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

You can play saved clips in the list and play them by clicking on them.

<figure><img src="/files/Znk6bkAovLm3ysP0MIwz" alt=""><figcaption></figcaption></figure>

You can select multiple files to delete them or export them as **BVH** or **FBX** files.

<figure><img src="/files/7rPlww4vNW5rgdsN6kpx" alt=""><figcaption></figcaption></figure>

During playback, a notification bar will appear, showing the currently playing file's name and its progress.


# Actor Management

<figure><img src="/files/UlESn3UCo0XA2QUemNK5" alt=""><figcaption></figcaption></figure>

* [Create](/feature/actor-management/create)
* [Actor List](/feature/actor-management/actor-list)
* [Bind Tracker](/feature/actor-management/bind-tracker)
* [Actor Retarget](/feature/actor-management/actor-retarget)


# Create

Create new actor

<figure><img src="/files/Jk0RNFfZCmTcBElFe3d2" alt=""><figcaption></figcaption></figure>

* **Name**: This label is displayed at the top of the head and helps distinguish between actors.
* **Model**:
  * **A\_Model**: Male model
  * **B\_Model**: Female model <sup>(</sup><sup>*Coming soon*</sup><sup>)</sup>
* **Color**: Assign a color to differentiate actors.


# Actor List

<figure><img src="/files/pHCp2arCCorZWhmK0o6a" alt=""><figcaption></figcaption></figure>

The actor list displays currently created actors.

![](/files/UQTlPwE3Ty1yOdWLQz0B) Type of Actor

![](https://lh7-rt.googleusercontent.com/docsz/AD_4nXcX4iJxZk-nN778EHKY-fi7MB6PyZu9hT9MAT0Sq0wc6d_tqfg2uO-VIN4bUome7ztcv5UFplwFlQHBJfz1ByNdY-Qa1Ka9rEuv8MWj2PfMj1a8KAprADomnklx_DsLdouD2CBc?key=9m4xci9gSwV6EzgKszuVRHA-)  Set the selected actor as the **camera's Target**. (You'll need to activate the [**Target Camera** feature in the Toolbar](/toolbar/tools).)

![](https://lh7-rt.googleusercontent.com/docsz/AD_4nXftgK1Vinerv4pOxOxra8MhR1q0ogY2poKuvEK1xnKhpgmIMCLTQgTpaiJDSeM2icO-49pnSG8OBAY3Qz7ieju7EcP5PKT0yhfFZAisu4fNAikvuMS1ojZ8C2qvJjQ9J7ZWHGLJgg?key=9m4xci9gSwV6EzgKszuVRHA-)  **Show or hide** the actor.

![](https://lh7-rt.googleusercontent.com/docsz/AD_4nXeCC2qm_zBcjAmDBcUASc90GJt_Egd_Gt42OYm3N7mDq4I_cNdQwSGhEMX7tG554WZZUe5iwpbXJM_uVty9SdYODvUpKHrDa5FhG9LO353bCahiHfNs-o2HUYqqHSbkobkMfDeZhg?key=9m4xci9gSwV6EzgKszuVRHA-)  **Edit the information** of the selected actor. The same form you used to create the actor will appear.

![](https://lh7-rt.googleusercontent.com/docsz/AD_4nXeofjq0DeKV_Aq1-8GYzLVkdhNwNoeLDehfRXPTs2IRFhYVcd5JsSqHMHPUk37WWosN7_NBxNfnWiAYxzQ-q36cxiQL3TNTwUpo3qhSy7VamTy9Dg7wiDHLgD1cqWxWXBkHfHYn?key=9m4xci9gSwV6EzgKszuVRHA-)  **Delete** the actor.


# Bind Tracker

<figure><img src="/files/9EnKkNi67gWi6KVTrTWH" alt=""><figcaption></figcaption></figure>

* Type : Here are the motion capture types you can set:
  * 6 Tracker : Uses 6 trackers and gloves or Uses an HMD upside down, and 5 trackers.  (How to wear it? [here](/getting-started/step-by-step/2.-wearing-a-strap/vr-c-type))
  * 11 Tracker : Uses 11 trackers and gloves <mark style="color:orange;">**(only active in the ARENA version).**</mark>
  * VR : Uses an HMD, 2 controllers, and 3 trackers.
* Custom : Allows you to add the desired body part.

<figure><img src="/files/UjirNpTwAAck3N1k2r4F" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/l06krLWxRtT87M8dDo68" alt=""><figcaption></figcaption></figure>

* Tracker Bind : Select the **tracker** you want to connect to each body part.

<figure><img src="/files/BIgxJgnq0pOEner5npiB" alt=""><figcaption></figcaption></figure>

* Pose : Select the pose used for body calibration.

<figure><img src="/files/M5YiZZCgiS1orFgFwdSw" alt=""><figcaption></figcaption></figure>

* Delay : You can add a **delay (in seconds)** when performing calibration.

<figure><img src="/files/CjyiWrlzaT1iZ5Wsk5K5" alt=""><figcaption></figcaption></figure>

* Calibration : After setting up the **trackers** and **delay**, run the **calibration**. ([How to Calibration](/feature/calibration))


# Actor Retarget

<figure><img src="/files/lBCV75O7JpPMx448W7bk" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/RClakPlu8Uz5lnzimkeH" alt=""><figcaption></figcaption></figure>

\
You can modify an actor's pose in real-time using **Actor Retarget**.

* Position : Adjusts the actor's center position (unit: **mm**).
* Arm&#x20;
  * Spacing : Adjusts the distance between the two arms. This is useful when the model's arms are penetrating the body.
  * Arm Up/Down : Rotates the arms upward or downward.
  * Arm Forward/Back : Moves the arms forward or backward.
  * Arm In/Out : Rotates the arms inward or outward.
  * Shoulder Tilt : Adjusts the shoulder angle.
  * Upper Arm Twist : Adjusts the twist rotation of the upper arms.
  * Lower Arm Twist : Adjusts the twist rotation of the lower arms.
* Hand
  * Hand Pitch : Rotates the hand up or down.
  * Hand Yaw : Rotates the hand left or right.
  * Hand Roll : Rotates the hand around the wrist axis.
* Foot&#x20;
  * Spacing : Adjusts the distance between the two legs.
  * Foot In/Out : Rotates the feet inward or outward.
  * Toe Height : Adjusts the toe height offset.
* Shoulder&#x20;
  * Weight : Adjusts the degree of shoulder movement application.
  * Up/Down/Foward/Back Limit : Limits the range of motion in each direction of shoulder movement.
* Head / Spine
  * Head Yaw / Pitch / Roll : Adjusts the head rotation offset.
  * Spine Yaw / Pitch / Roll : Adjusts the spine rotation offset.
* Streaming
  * Hand Match : You can adjust the distance of the character's hands where streaming is applied.
  * Height Offset : Adjusts the actor height offset used during streaming.
  * Mirror Mode : Mirrors the actor motion left and right.


# Skeleton Dimension

<figure><img src="/files/n6xd8GLif45xLAZgj1Eb" alt=""><figcaption></figcaption></figure>

You can modify an actor's body in real-time using **Skeleton Dimension**.&#x20;

* Arms
  * Arm Length : Adjusts the length of the arms. (Unit : %)
* Legs
  * Leg Length : Adjusts the length of the legs. (Unit : %)
* Body
  * Shoulder Size : Adjusts the width of the shoulders. (Unit : cm)
  * Spine Length : Adjusts the length of the spine. (Unit : %)
* Foot
  * Foot Size : Adjusts the size of the feet. (Unit : %)


# Calibration

### N-Pose Calibration

<figure><img src="/files/MJqOFvf8STdxNFDkJK0t" alt="" width="114"><figcaption></figcaption></figure>

* Place your left hand on your clavicle.
* Start the clavicle calibration step.
* Hold the pose until the step is complete.

<figure><img src="/files/j32M2RgqBJNZxlBQuq1C" alt="" width="115"><figcaption></figcaption></figure>

* Lower your left hand and Stand in a natural upright position with both arms at your sides.(N-pose)
* Start the N-pose calibration step.
* Hold the pose until calibration is complete.

### T/N Combined Calibration

<figure><img src="/files/uh2EAmRVljdyz9OZNzoP" alt="" width="375"><figcaption></figcaption></figure>

* Stand in a standard T-Pose with both arms extended horizontally.
* Start the T-Pose calibration step.
* Hold the T-Pose until the step is complete.

<figure><img src="/files/W393rrRsjg4DitiBDtzw" alt="" width="114"><figcaption></figcaption></figure>

* Place your left hand on your clavicle.
* Start the clavicle calibration step.
* Hold the pose until the step is complete.

<figure><img src="/files/HQnk3eB9US0rRyEVzkIH" alt="" width="115"><figcaption></figcaption></figure>

* Lower your left hand and return to a natural upright N-Pose with both arms relaxed at your sides.
* Hold the N-Pose until calibration is complete.


# Prop Management

This feature is supported starting from version 1.8.

<figure><img src="/files/yJN10yEdHYCHMETHEy8c" alt=""><figcaption></figcaption></figure>

* [Create / Calibration](/feature/prop-management/create-calibration)


# Create / Calibration

<figure><img src="/files/0wkrr8Vn6hIHnWadyU4e" alt=""><figcaption></figcaption></figure>

<div align="center" data-full-width="false"><figure><img src="/files/PgCwTgx0htY3GFDOnvV2" alt=""><figcaption></figcaption></figure> <figure><img src="/files/Aut5K1TGLP9qm5nzclYk" alt=""><figcaption></figcaption></figure></div>

<mark style="background-color:red;">The Prop feature is currently in</mark> <mark style="background-color:red;"></mark><mark style="background-color:red;">**BETA**</mark><mark style="background-color:red;">. We are working on improving the attachment convenience for Trackers and adding support for more object types.</mark>

Click the **Add new prop** button to create a new Prop.\
Then, specify its **Type**. Currently, only **Cube** and **Sphere** are supported.

Assign a **Tracker** to track the Prop and define the size of the object:

* For a **Cube**, enter the width of the top face into **Width**, the depth into **Depth**, and the height into **Height**.
* For a **Sphere**, enter the diameter.

Since this feature uses only one Tracker, the Tracker must be attached to the designated position:

* For a **Cube**, when looking at the top face from above, attach the Tracker at the **bottom-left corner**, with the LED positioned on the top face. Use the bracket provided by default with the VIVE Tracker.
* For a **Sphere**, simply attach the Tracker at the **center of the ball**.

After entering all the values, click the **Calibration** button.


# Bottom Panel

<figure><img src="/files/VYsN8AYV1HNJszvVLJMA" alt=""><figcaption></figcaption></figure>

* [Timecode](/bottom-panel/timecode)
* [Record Motion](/bottom-panel/record-motion)
* [Frame Rate](/bottom-panel/frame-rate)


# Timecode

<figure><img src="/files/9Jp3X7x9PwbQiJH4Cxw6" alt=""><figcaption></figcaption></figure>

* In a general situation, the time is displayed when playing a saved file.

<figure><img src="/files/F7cN92JobK2Wlkx8Zqq2" alt=""><figcaption></figcaption></figure>

* When recording, it displays the **elapsed recording time**.


# LTC View

This feature is supported starting from version 1.8.

<figure><img src="/files/MbvnX8tZK6YoiuWQQZO9" alt=""><figcaption></figcaption></figure>

An **LTC toggle** has been added to the timecode.\
When this toggle is enabled, you can check the **LTC Timecode** from the selected **LTC Device**.

<figure><img src="/files/T7B0tL9gn7XCGA3Fni6a" alt=""><figcaption></figcaption></figure>

Please select an LTC Device from the LTC Device list in the settings.

<mark style="background-color:red;">The feature to record LTC and FBX simultaneously is currently under development.</mark>\ <mark style="background-color:red;">In the current version, only LTC Timecode monitoring is available.</mark>


# Record Motion

<figure><img src="/files/TlrIbFuNSsHyJkCcM8M3" alt=""><figcaption></figcaption></figure>

To start recording, **set the Slate (recording file name)** and press the **Record button**.

The **Take number automatically increases by 1** each time you start a new recording, but you can also set it manually.

<figure><img src="/files/GXBYpfbxrw3U83jEBKQo" alt=""><figcaption></figcaption></figure>

During recording, the **Timecode will turn red**, and a **'REC' indicator will activate** at the bottom.


# Frame Rate

<figure><img src="/files/QNHdkhDu2O1RRf8I7BoL" alt=""><figcaption></figcaption></figure>

You can set the frame rate for recorded files, with support for **24 FPS to 120 FPS**.

(Frame rate settings for live data output are coming soon.)


# Toolbar

<figure><img src="/files/OYJrAAq9g8PsAnACcNNY" alt=""><figcaption></figcaption></figure>

* [Menu](/toolbar/menu)
* [Tools](/toolbar/tools)


# Menu

<figure><img src="/files/KQxDKAdBtq1XDTTFROrh" alt=""><figcaption></figcaption></figure>

* File

  <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcaIQUJr6qUyDIZ766GqU4UPlB43WD8n3iCs_hJTjL9drComh79dyuPJI27ix_LJ8Z6PdwQUqMYgDAjHB5etf3z7P6Eat-g1alOvcbiXOO51I0hhHTl01o75HBDCI7a4h3Nr43YXw?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

  * Settings : Open the settings panel.
  * Exit : Exit the program.

* View

  <figure><img src="/files/YSWSQJFJFS4la0lSCC5E" alt=""><figcaption></figcaption></figure>

  * Toggle the corresponding panel On/Off.

* Window

  <figure><img src="/files/Tat74ucW7cACwYW6VBWa" alt=""><figcaption></figcaption></figure>

  * Toggle the corresponding panel On/Off.

* Tools

  <figure><img src="/files/mU7E6rnvf6wrPGrPVYkg" alt=""><figcaption></figcaption></figure>

  * Tracker Setup : Open Tracker Align and Origin Reset Function Panel

* Help

  <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdK8_TXRsIRk5OLxaNQKsmtmwFyL6OAE7OpylrA66baFjCSckeBtOtDWEzt2jqXnTLWWpYfh9BTTJdjhxofya5DTJLdwy5vKtOpIcp8Fju4mlcZuGV9Y3B5Hx1CUQkk44riMuvyWg?key=9m4xci9gSwV6EzgKszuVRHA-" alt=""><figcaption></figcaption></figure>

  * About : Check the program information.
  * License : Register or deactivate the license.
  * Homepage : Go to the official MoA website.


# Tracker Setup

This feature allows you to easily reset the origin and coordinate system slope of the tracker.

{% embed url="<https://www.youtube.com/watch?t=3s&v=UmyuOH-2lnY>" %}


# Tools

<figure><img src="/files/rQ7lmXjrUSjazDiP1rjb" alt=""><figcaption></figcaption></figure>

![](/files/FVTNEeRNDKXzI6TeXQ82)  Normal cursor state

![](/files/CAW8bIpTKklcmaTbq6l6)   The selected actor from the [Actor List](/feature/actor-management/actor-list) is targeted so that the view follows it.

![](/files/V72OTvC3S1qek6IQO3Ml)   Toggle the On/Off state of the background grid.

![](/files/PZx65DSkoEQ6soo3c4zN)  Toggles the On/Off state of the  Actor's Bone Visualize

<figure><img src="/files/IBNvC5OBUtb2mgpodYlH" alt=""><figcaption></figcaption></figure>

![](/files/5AhGrMeFfv87hp3Qqk9Y)  Open the Docs.

![](/files/FkVnh8IDfDhmA5R8qCNX)  Open the Setting Panel.

![](/files/PUwCjAweHbpejUIt9Fn0)  The top, bottom, left, and right panels can be toggled open or closed.

![](/files/Rk6guC6ajNXHtBve3SoO)  Hide all UI elements.


# Client List

<figure><img src="/files/Dd7dtc5Jfx36aCYaYFEf" alt=""><figcaption></figcaption></figure>


# Connect Clients

<figure><img src="/files/vlE4g10Tjjufl3EDZ5Zj" alt=""><figcaption></figcaption></figure>

When a client attempts to connect to a server, the server automatically displays the client's IP.

<figure><img src="/files/KLa5OoTbzSyrgGR8HnWe" alt=""><figcaption></figcaption></figure>

Clicking the *Connect* button connects to the client and receives data.

At this time, the actor of the recording data that the client is running is displayed as ANIMATION, and the real-time live actor is displayed as LIVE.

As with the client, you can lock the viewpoint to that Actor via the camera button, or make the Actor visible or invisible via the eye icon.


# Network

<figure><img src="/files/mtD3QZJhniLZO9NRf9hi" alt=""><figcaption></figcaption></figure>


# Streaming

Just like clients, servers can stream to multiple software. The method is the same as clients, so refer to the documentation '[here](/feature/network-streaming/streaming)'.


# VIVE Ultimate Tracker


# Checking the Status in the Software

Trackers that are assigned correctly are displayed in **green**, as shown in the image.

<figure><img src="/files/XnThfkuilHvhN9Eqezj9" alt=""><figcaption></figcaption></figure>

If a tracker is displayed in **orange**, as shown in the image, please reload the map. This indicates that the UT has lost its tracking map.

<figure><img src="/files/S5Tn0NGk6MfzLOKNzOvT" alt=""><figcaption></figcaption></figure>


# Checking the Status Using the Hardware


# When the UT LED Is Blue

If the UT LED is blue and slowly pulsing, the tracker is in standby mode.

Press the button to wake the tracker from standby mode. Once it exits standby mode, it should connect to Wi-Fi.

If the LED remains blue and does not change, the tracker is unable to detect the Wi-Fi signal.

Please follow the provided link and check the Wi-Fi settings.


# When the UT LED Is Green

If the UT LED is green and slowly pulsing, the tracker has not located its tracking map.

To help the tracker locate the map, point the UT cameras toward the area that was previously scanned when creating the map.

If the UT LED is green and blinking rapidly, the tracker is connected correctly and has successfully located its tracking map.


# When the UT LED Is Red

A red LED indicates that the battery level is low.

The battery level can also be checked in the MoA interface.


# When the Tracker Position Is Unstable or Jumps

Check whether the Wi-Fi network is congested. Poor network communication can cause the tracker position to become unstable or jump.

If multiple UTs appear in different positions, confirm that the same tracking map has been imported to all UTs.

If the same map is being used but one UT is still positioned differently, restart the UT whose status differs from the others.

Avoid environments that are excessively dark or bright, as these conditions can make it easier for the UT to lose its tracking map.


