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The future of Ipisoft and real time mocap?
https://forum.ipisoft.com/viewtopic.php?f=2&t=10247
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Author:  mocapbro [ Thu Mar 12, 2020 10:42 am ]
Post subject:  The future of Ipisoft and real time mocap?

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.

Author:  vmaslov [ Thu Mar 12, 2020 10:51 am ]
Post subject:  Re: The future of Ipisoft and real time mocap?

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.

Author:  mocapbro [ Thu Mar 12, 2020 1:33 pm ]
Post subject:  Re: The future of Ipisoft and real time mocap?

PogChamp Now that's WHAT IM TALKIN ABOUT!! GRATS! I just can't wait!

Author:  Tudor [ Sun May 24, 2020 9:41 am ]
Post subject:  Re: The future of Ipisoft and real time mocap?

Is there a technical limitation preventing realtime with PS3 eyes?
What is the quality of the realtime mocap vs the "regular" way?

Author:  vmaslov [ Sun May 24, 2020 1:39 pm ]
Post subject:  Re: The future of Ipisoft and real time mocap?

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.

Author:  Tudor [ Sun May 24, 2020 9:35 pm ]
Post subject:  Re: The future of Ipisoft and real time mocap?

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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