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PostPosted: Tue Aug 07, 2012 5:12 am 

Joined: Sat Jul 09, 2011 4:11 am
Posts: 13
One last question.
Can we attach the, for example, WII controller to a sword/musket prop and make our animations using that real prop without messing up the tracking? We cannot make proper animations without attaching the Wii controller to our musket/sword props because we need their size and the position of the wii controller in order to place our muskets perfectly well ingame.

I hope that works, because otherwise it is going to be aloooooot harder to make our animations. We certainly cannot fake a musket in our hands, that just wont work.

I hope you understand what I mean.


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PostPosted: Tue Aug 07, 2012 8:06 am 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2423
Location: Los Angeles
My understanding is that this is how the upcoming integrated prop tracking system will work, using either the wii or PS Move controllers. This feature is supposed to come out later this fall or winter.

As for a props interference with body motion, I've been able to use props during capture without problem. For example, I've used a Nerf sword to represent a guitar and, well, a sword. Naturally, the prop needs to be fairly thin and not obscure the body too much. In most cases, the prop does not need to have the complete shape of the object it represents, it's only used for proper and consistent hand placement on the object. (For now anyway, since iPi doesn't actually track props yet.)

G.

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PostPosted: Tue Aug 07, 2012 9:00 am 

Joined: Sat Jul 09, 2011 4:11 am
Posts: 13
Yes, but my current problem is, that I need the exact placement of my hands, which is cannot easily simulate without a real musket.

http://www.zinnfigur.com/images/8/0/803_NE20.JPG

As you can see, a musket is relatively large and it might mess up the tracking completely. What I would do, is attaching the Wii controller to musket and then animating it.
I just need the full lenght of my musket for my reloading animations, the rest can be done with fake props.


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PostPosted: Thu Oct 04, 2012 9:27 pm 

Joined: Thu Oct 04, 2012 9:18 pm
Posts: 7
Hey,

First let me say great job, your mocap top notch. I am the Animation Lead for Subutai's Clang project. Search Clang on Kickstarter.com to find out more. We will be getting a license to use the tools on our project. We are doing a realistic sword combat game, and being able to track the weapons would be invaluable to our process. I am wondering how soon we could expect to get this functionality. I had planned to do mocap session statin Oct. 15, any chance the prob tracking will be available by then?


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PostPosted: Fri Oct 05, 2012 7:13 am 
iPi Soft

Joined: Wed Jan 11, 2012 6:12 am
Posts: 2355
Location: Moscow, Russia
dimensions3 wrote:
I had planned to do mocap session statin Oct. 15, any chance the prob tracking will be available by then?

Chances for this date are low, more realistic is the last days of October.


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PostPosted: Fri Oct 05, 2012 8:41 am 

Joined: Sat Jul 09, 2011 4:11 am
Posts: 13
That is not too bad for me. I would really like to start making my animations for my game. End of octobre seems fine to me. Thanks for your answere.


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PostPosted: Fri Oct 05, 2012 9:23 am 

Joined: Thu Oct 04, 2012 9:18 pm
Posts: 7
Thanks for the reply :) .... I might just push back the scheduled capture times then. I really think this feature would be great for us. Looking forward to it.


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