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PostPosted: Thu Mar 12, 2020 10:42 am 

Joined: Wed Jan 22, 2020 9:16 am
Posts: 4
I was wondering if in the future/road map, if it would be possible to real time mocap in Unreal Engine?

Working with suits is a pain and expensive. I really think Epic should work with Ipisoft.


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PostPosted: Thu Mar 12, 2020 10:51 am 
iPi Soft

Joined: Wed Jan 11, 2012 6:12 am
Posts: 2242
Location: Moscow, Russia
We plan to add support for streaming to Unreal Engine later this year. Realtime will be limited to depth sensors, the same as for Unity.


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PostPosted: Thu Mar 12, 2020 1:33 pm 

Joined: Wed Jan 22, 2020 9:16 am
Posts: 4
PogChamp Now that's WHAT IM TALKIN ABOUT!! GRATS! I just can't wait!


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PostPosted: Sun May 24, 2020 9:41 am 

Joined: Sun May 24, 2020 9:39 am
Posts: 17
Is there a technical limitation preventing realtime with PS3 eyes?
What is the quality of the realtime mocap vs the "regular" way?


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PostPosted: Sun May 24, 2020 1:39 pm 
iPi Soft

Joined: Wed Jan 11, 2012 6:12 am
Posts: 2242
Location: Moscow, Russia
We haven't yet managed to make RGB tracking work with realtime speed while keeping reasonable quality.

With depth sensors, the quality of realtime tracking is the same as when Use fast tracking algorithm option is checked in the tracking settings. Unchecking this option in the regular tracking may provide more robust tracking sometimes but mostly results are quite similar with and without it.
Anyway, you can re-track and/or post-process a recorded realtime session with any options later. And post-processing is actually recommended to get a final animation to export.


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PostPosted: Sun May 24, 2020 9:35 pm 

Joined: Sun May 24, 2020 9:39 am
Posts: 17
I have been on sets where the mocap preview (optical), has been quite bad, but still acceptable, as it is some form of preview instead of none.
Unless it is terrible, having only a few frames/sec or bad precision is better than nothing.

When working with virtual production, which will get bigger and bigger, seeing things live will become more and more important.

Thanks for working on making it faster and explaining the issue :)

/Henrik


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