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PostPosted: Wed Oct 12, 2011 6:54 pm 

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

I have noticed that it is now possible to easily keyframe the head movement in ipi...

I will post a small tutorial soon.

Thanks and Cheers


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PostPosted: Wed Oct 12, 2011 8:02 pm 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2202
Location: Los Angeles
That's interesting. I haven't tried it myself yet but I'm very curious about this feature. How are you setting the keyframes? Is Studio just 'autokeying' when you rotate the head and neck joints and interpolating between the keys?

I've been using a simple aim constraint to animate my characters' heads, which works well for me because I need need to have the characters look at specific objects and other characters. However, for Pooper, manual tracking to the video might have been useful for shots with music timed 'head-bopping' in the the original performance. (I wound up keyframing the aim constraint in sync to the .wav file in MB.)

Thanks in advance for any helpful info. :)

G.

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PostPosted: Thu Oct 13, 2011 1:06 am 

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

It appears that its auto keyframing because it holds the rotation until you make another keyframe or interpolates between 2 keyframes already set.

I am uploading a tutorial right now.

Its very easy,

Just track through the whole performance once like normal,

Put it on Mass objects and turn skin all the way up then press the skin button so the skin dissapears but the bones do not. (This is so you have that square thing on the head visible through the depth movie.) It helps you line up the head.

Then go back and add the head keyframes.. I usually go about 3-5 frames before I set a key, because it does interpolate the rotations. Set the Neck rotation postion then press track forward or backwards.

That will auto set a key for you. and hold its position until you stop tracking or hit the space bar.

It appears that the neck rotations are now independant to further tracking.

Meaning you can track the body first, then add the head movement.

Yes this will be great for sync purposes as well.

More Soon, Cheers


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PostPosted: Thu Oct 13, 2011 1:49 am 

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

But heres what I found out.

Its actually moving the neck.

And that little Square that appears to be on the head does not actually turn if you select the head joint.

DEVELOPERS, I would like a (extra) square (Cube) on mass objects head selected to behave in the same way it does when you select neck.

When I select head now it doesnt turn the head Square or bones or update the target character in realtime update like it does when I select neck joint.
(does that make sense)

Still this is a very nice feature and thanks for putting it in there for us.

http://www.youtube.com/watch?v=uQGwMgL5I3w

I Love the fact that Im able to mix Traditional keyframing in with mocap.

Its nice Hybrid. Plus the fact that the keyframes I set on the neck joint are actually are interpolated,

And hold the position until you set the next keyframe or tracking... brilliant!

Enjoy!


Last edited by mrbones on Thu Oct 13, 2011 2:42 am, edited 1 time in total.

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PostPosted: Thu Oct 13, 2011 2:31 am 

Joined: Wed Apr 08, 2009 9:23 am
Posts: 301
Location: White Lake Mi USA
Heres a follow up, This explains a bit better.

http://www.youtube.com/watch?v=81z9LJTeSps

Enjoy


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PostPosted: Fri Oct 14, 2011 12:25 am 

Joined: Wed Apr 08, 2009 9:23 am
Posts: 301
Location: White Lake Mi USA
After more experiments with head tracking.

It appears even finer tuning is available.

Both the Head and neck are keyframable independently.


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PostPosted: Fri Oct 14, 2011 12:46 am 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2202
Location: Los Angeles
Pretty neat! Thanks for making that video. :)

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Artist/Partner - Little Green Dog | Demo Reel (2017) | Demo Reel (2015) | Demo Reel (2013)

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PostPosted: Sun Oct 16, 2011 10:32 am 

Joined: Thu Aug 11, 2011 4:56 pm
Posts: 111
Location: United States
I messed around with this last night. I need to experiment with it a bit more, but I'll post my results later today.

Also, I'm finding that my biped's shoulders go out of socket temporarily. This seems to happen whether or not I choose Shoulder Tracking. It doesn't do it to the IPI Biped, just after I export it. I'll post that result too. Could it be an IK issue?
Pat


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PostPosted: Thu Oct 27, 2011 9:00 pm 

Joined: Wed Apr 08, 2009 9:23 am
Posts: 301
Location: White Lake Mi USA
Can you explain your issue a little more?


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PostPosted: Sun Aug 19, 2012 12:12 am 

Joined: Fri Jan 08, 2010 3:47 am
Posts: 11
Location: India, Mumbai
Hello Mr.Bones, can you update your links to video - it seems they now working anymore.
Thank you in advance.


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