That character (I use either one or two xbox Kinect cameras)Ĥ. Export motions including T-pose from iPi Mocap Studio using general FBXĦ. Align motion bones with character size and shape. You should select the bone group and scale it to the character’s height. Then, translate the bones to place the joints where they should be on the character.ħ. Attach bone hierarchy to character and adjust weights as needed. Scrub through the timeline to watch the animation and to check bending as well as bone influence on the character mesh. The character shown above is a simple low poly man that I created in Carrara (around 2000 polygons). I almost did not have to adjust any of the bone weights (I had to adjust a little around the fingers and thumbs). But you might have more to adjust with more complex characters.Ĩ. Add character and bones to animation group.ĩ. I usually will covert the animation to Animation Clips, which helps with reuse of animation sequences as well as retiming. If you need to import additional motions for this character, you should select the ‘Create New Skeleton’ option when importing. Add this new skeleton to an animation group. Now you should add the motions to a new animation clip and this clip could be used with your previously rigged character.With Oscillations’ connection to the movement arts, it made sense to experiment with existing motion capture technology to find accurate, consistent, and scalable ways to obtain three-dimensional motion data for purposes such as animation or machine learning to augment performances in virtual reality.Īn additional motivation to learn more about motion capture was connected to our early experiments with spatial audio (read more about them in our spatial audio blog post). Apart from using ambisonic recordings, we attempted to sharpen the effect of audio-visual synchrony by connecting sounds to movements in post-production, but this proved to be difficult using only two-dimensional motion tracking software.Īlthough we did not have time to return to our spatial audio prototype with 3D data, below we describe the results of having played with five different hardware and software options for motion capture. Each description is formatted similarly to a tech review you would see online and at the end, we summarize our findings in a chart. Our experiments are by no means scientifically sound nor rigorous, but we hope to give readers an intuition of each technology’s efficacy and even how to improve upon them for motion capture purposes. Mocha is a graphic tracking software by Boris FX known for its planar tracking capabilities. Ipi recorder & ipi mocap studio software# The company has a VR (which they really mean 360) version that works specifically with equirectangular footage. Ipi recorder & ipi mocap studio software#. Ipi recorder & ipi mocap studio how to#.
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