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PostPosted: Fri Jan 06, 2012 12:23 am 

Joined: Fri Jan 06, 2012 12:15 am
Posts: 5
Hi Community

We have just release a beta version of WebAnimate - a tool based on IKinema engine in the browser (windows only for the moment) that allows you retargeting and customization of animation and motion capture data in the browser.

http://www.ikinema.com/webanimate/

Its free ! It would be great to hear your opinion and what you want to see in the future.

Some iPi specific demos are available here
http://www.youtube.com/watch?v=a-yJ-O02SLU&sns=em


It supports any creature, human or non-human. The pipeliene is: import models (FBX) and mocap (BVH) retarget, customize, export (FBX).

We hope you will enjoy it !

Best
IKinema Team


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PostPosted: Fri Jan 06, 2012 2:37 am 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2411
Location: Los Angeles
That's very interesting! I know several people who will be interested in trying it out--I'll be sure to let them know about Ikinema.

G.

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PostPosted: Fri Jan 06, 2012 4:37 am 

Joined: Fri Jan 06, 2012 12:15 am
Posts: 5
Great - happy to help more and provide better tutorials here to the community

Best
JP


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PostPosted: Fri Jan 06, 2012 8:25 am 

Joined: Wed Apr 08, 2009 9:23 am
Posts: 301
Location: White Lake Mi USA
Wow..

Thanks for sharing.


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PostPosted: Sat Jan 07, 2012 11:32 am 

Joined: Wed Apr 08, 2009 9:23 am
Posts: 301
Location: White Lake Mi USA
Hi,

Can we create a head and hands constraint controller in WebAbnimate for my iPi Motion?

Would I be able to move a slider for the head or hands while the iPi motion is playing in WebAnimate?

And have it record those changes in realtime?

What are some suggested workflows when Using WebAnimate with iPiSoft made motions.

Also can we create plugins for the software? (kinect compatibility?)
I still can not get it to work on my home computer.

This is truly fantastic software worth a good look at.

Cheers


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PostPosted: Sat Jan 07, 2012 4:29 pm 

Joined: Fri Jan 06, 2012 12:15 am
Posts: 5
Hi
Yes you can create constraints on any bone and manipulate on
top of the mocap data to customise the motion. The constraints can be manipulated with the move and rotate tools.

We do not currently support 3rd party plugin integration but we are adding Kinect streaming.

Happy to create more tutorials if you pass more specific questions.


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PostPosted: Sat Jan 07, 2012 5:01 pm 

Joined: Wed Apr 08, 2009 9:23 am
Posts: 301
Location: White Lake Mi USA
HOw long have you known about iPi?

Have you tested the possibilitys with the blue depth movies?

ALso would be nice to use the kinect to move and rotate your constraint layers

Ive used your software for about an hour and now I am determined to make it work.

are there 2 types of Ikenima files? Scene and Anim?

I have figured out the re targeting process but stumbled at the addition of constraints.

So we always use the cntrl key when linking and adding constraints?

Back for another go.

Cheers


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PostPosted: Sun Jan 08, 2012 12:43 am 

Joined: Fri Jan 06, 2012 12:15 am
Posts: 5
No we haven't tested anything beyond using solved joint data.
The idea with Kinect in blending animation with constraints is on our roadmap.

WebAnimate's scene files are in XML format and with .wa extension. The source files are fbx and bvh for the moment. The scene files keep references to the assets. Anim and model files are intermediate.

If you know ho to setup retargeting, then the rest is easy: select the bone that you want to add constraint and select: local orientation, global orientation and local position constraints. The bone must be already associated with a source bone as local position and local orientation take information from the source character. If you select the bone it should turn red and the source in green. You must me in selection mode to do this association (mouse pointer on left panel).

Ctrl is used to select bones while in move and rotate states.


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PostPosted: Sun Jan 08, 2012 8:45 am 

Joined: Wed Apr 08, 2009 9:23 am
Posts: 301
Location: White Lake Mi USA
Hello .

Thanks for the info.

Can you please explain the main differences between those 3 things.

(local orientation, global orientation and local position constraints)

I was able to add some constraints, but for some reason I could not rotate the hands like I wanted too.

Also the constraints I added to the neck bone and would move the neck ok, but also the whole body would bend.

Am I to make adjustments to the constraints once there added?

I will be working more with this today,

Thanks and Cheers


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PostPosted: Sun Jan 08, 2012 10:59 am 

Joined: Fri Jan 06, 2012 12:15 am
Posts: 5
Hi
The local orientation would take an orientation information from the source bone (bvh) and apply as an orientation constraint to target. The animation on top is like an offset on top of the animation.

Global orientation will add an orientation constraint in world/global space. You will have to rotate this in absolute ters and keyframe.

Position constraint will take positional information from the source bone (bvh) and apply to the target. You can animate on top by adjusting offset on top of the mocap/animation.

The Solver Tab has a Ret Gain that specifies the trade off between animation data and constraints. Reduce this to .3 to have more effect from constraints.


See again the demo scenes and tutorials, we go over this. The demo scenes are available under our documentation page and all rigs have position and orientation constraints.


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