iOS RealityKit Motion Capture- Replacing the robot character gone wrong

I am trying to replace the Robot character with another Body Mesh in the new Arkit3. I followed the same skeleton as given behind the robot in blender. I successfully load the character in the scene but the orientation of the mesh is completely messed up even though the skeleton follows the motion of the person. I am using the same sample code provided by Apple. I also tried to change the bone transform values of my character to those of the robot but then the model in blender is also deformed and the result is still the same. How can I fix it?

Replies

I have the same question, have you been able to do it?
You likely have already seen it, but these two articles provide a plethora of information on rigging your own model for use with the ARBodyTracking ("motion capture") configuration in ARKit;

https://developer.apple.com/documentation/arkit/rigging_a_model_for_motion_capture
https://developer.apple.com/documentation/arkit/validating_a_model_for_motion_capture

I had attempted this a few months ago myself, going crazy trying to use a rigged 3D model with ARBodyTracking (specifically, I downloaded a rigged 3D model off of a website, brought it into Blender, and tried to rename the joints to match the skeletal structure of the sample robot.usdz model provided in Apple's sample project, referenced in that first link).

I am not versed enough in Blender to provide more, but I ended up using a trial of Maya 2020 to import Apple's robot.usdz model, separated the skeleton from the mesh, removed the mesh, imported my rigged 3D model, deleted the skeleton, then bound the mesh to Apple's skeleton. While I still had some work to do with skin weights to improve joints, this worked perfectly for testing with ARBodyTracking.