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 Post subject: Unity3D - Feet sliding
PostPosted: Tue Nov 07, 2017 3:43 am 

Joined: Wed Oct 04, 2017 7:16 am
Posts: 1
Hi all

I tried the "Default iPi rig" under "Walking sequence" from the samples page - http://docs.ipisoft.com/Sample_Video_an ... pth_sensor)

When imported into Unity3D the character's feet slide all over the place. Here is what I see...

https://youtu.be/Wk6LIwEJbRs

And here is a link to the project

https://drive.google.com/open?id=18Vt9W ... Iws898iqRM

Is there anyone here who can suggest what I might try?

Thanks!

Pete


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PostPosted: Tue Nov 14, 2017 10:28 am 

Joined: Thu Sep 04, 2014 9:47 am
Posts: 736
Location: Florida USA
...

Best to download and install Autodesk FBX Review for testing FBX animations exported from iPi Studio, if you don't have it already.

Link: https://www.autodesk.com/products/fbx/fbx-review ... scroll to bottom and click download for Windows desktop.

This will allow you to inspect the quality of your animations without going through all the steps in Unity5 to view them.

If you see issues in fbx review, they will transfer to Unity5 the same, so you either need to edit them more inside iPi Studio with the integral auto correct tools, adjusting the jitter removal parameters, or using more Trajectory filtering before exporting, always running Refine Forward, or Backwards, and checking the AMT checkbox before exporting. (if you're exporting the default iPi skeleton, AMT doesn't matter, only if you import a target character for retargeting, or switch to a different default skeleton inside iPi for exporting).

For basic actions which don't require much hip motion, set the spine parameter to flexible, not very flexible (dancer), this will help with the squirming in the hips, not recommended IMO to use the Stiff spine, unless needed for a dedicated animation that requires very little spine bending, and you should turn head tracking on, with, or without using a head Move controller, as this affects the entire skeleton during tracking with it turned off, especially the spine and hips.

If you are just trying to track the animation in a quick 1 round process, do no clean up, then export it as FBX and import it into Unity5 you're not going to get the best quality possible, (which is what the video looks like to me), it takes some time to learn the process, and usually should run it through an external 3D program first for best results.

Kinect captures will ALWAYS have some feet issues, especially on direct export/import, so you will need to do a little more clean up first, but should appear better than what the video shows when done with more care first.

Also, make sure you are doing all the proper set up for animation imports for Unity inside Unity5 set up parameters, you can use the *Bake* method on the feet also, that may help.

Once done correctly, you should get a much better final result inside Unity5 from iPi tracked animation exports, you can check YouTube vids for more tips too.

Good Luck!

...


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