pixlmonky wrote:
Do you use multi-cams? Have you used this at R&H, if you are allowed say?
Up to now, I've been using mutliple PS3 Eye cameras, which are the way to go for best quality but it's also much more complicated to set up. My current project uses only the Kinect; it's a test to see how quickly and simply I can create a high-quality short film using iPi DMC. So far the results are very good. We're committed to finishing this film in just a few weeks.
My other project is a bit more ambitious and it used the six camera PS3 Eye setup extensively. It was started almost exactly a year ago and I'm still not sure when we'll be finished making it. Right now this project is on hold while we finish the smaller project, and we'll probably jump on finishing another film we started long before we even got involved with iPi DMC and mocap. Now that we have established a good workflow, we feel we can finish this older film very quickly too, and very possibly with using only the Kinect.
As for using iPi at R+H, no. It's been discussed but I think my boss first wants to see me actually finish a project using the system. :p
Typically we have our mocap at R+H created by Giant, the same folks who did the work for Avatar.
pixlmonky wrote:
A quick question on re-targeting. Do you do any targeting in iPi or is it all done in MB(or other)?
I rig in Lightwave since that's my final renderer and export an FBX for MotionBuilder. Then from iPi I export a .bvh, and characterize both files in MB and retarget there. The reason this is that my character and rigs have odd proportions and non-standard skeletons, and this is easier to deal with in MB. When I'm done in MB, I export an FBX and using Lightwave's Merge Only Motion Envelopes to import the data back onto my original LW rig. This has worked flawlessly with data from the six camera setup and should work very well with the Kinect data too.
I have yet to try importing the rig directly to iPi Studio and retargeting there. I'll give it a shot after we're finished with our current project.
G.