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PostPosted: Mon Oct 03, 2011 3:15 pm 

Joined: Tue May 24, 2011 9:05 am
Posts: 53
So... after various rounds of experimentation with the demo, Ive finally stumped up for the full version (mainly so I could get on and do even more tests but with 6 cams).

Anyhow, in the next few days Im gonna be doing these tests, quite extensively... Ive got a nice big stage space, so the games on. Any tips or whatnot that others have got will be good to hear, and Ill post up any discoveries of my own as I go.

Anyhow... onwards.

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PostPosted: Mon Oct 03, 2011 4:32 pm 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2423
Location: Los Angeles
Hi RH,

Awesome! Good to see you here.

FYI to everybody else: RH has helped me tremendously this past year with understanding rigging for motion capture and working with Motion Builder and FBX. This man really knows his stuff. :)

G.

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PostPosted: Wed Oct 05, 2011 12:27 pm 

Joined: Tue May 24, 2011 9:05 am
Posts: 53
Cheers, GL. Yup, everything backstage Im pretty up on, but this whole actual capture thing is mostly new to me.

Anyhow, so far so good.

Ive found the auto camera checkbox to be flaky as hell... So far not a single test Ive done (here or previously) has worked with it (though in its defence on one particular attempt it got 5 cams pretty much perfect, but with the entire scene upside down and back to front, and the sixth camera pointed off god knows where, so close... almost).

However that's not really an issue, as doing a rough manual adjust and then calibrating with auto off works a charm... very quickly too. I have found that its pointless using high frame rate capture for calibration though... you're generally moving slowly, and only waste time by capturing at the higher frame rate, so thats worth knowing for some saved time and GBs too.

The capture of the motion itself is great on the six cams. Still though, there manages to be the odd pose here n there that becomes almost invisible to all cams... i can see now why big optical mocap setups use 20-30 cams... turning your body a few degrees really can make a huge difference with fewer cams.

Again though, a bit of thought with camera placement is turning out to work wonders, as the tricky parts usually occur on a turn, or somewhere we animators would call "a breakdown"... and Ive found that correcting these during a track as you go, and then continuing to auto track gets you right no problem... Its kind of like having the mocap cleanup mixed into the acquisition step in a way.

Im also finding that some fast moves, even at 60fps can give a bit of motion blur in the image... or at least can under the lighting conditions Im in... brighter conditions would probably help with that. But irrespective, IPIs doing a bang up job of resolving those few frames of blur very well. This is aided by having clothing that contrasts well with the background Im finding... I guess this lets IPI see that the part is there, even if it looks a lil "stretched" somewhat. Again, the odd manual catch, and refit pose gets you past anything that the auto track just cant quite make.

So far, great success.

Def got some feature req's though based on what Ive done... gotta post them.

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PostPosted: Thu Oct 06, 2011 9:05 pm 

Joined: Sun Aug 02, 2009 10:57 am
Posts: 107
Wow - another heavy weight joins the iPi camp!!!

One tip is to only worry about the error rate when you are capturing, not when the program is idle.

This threw me at first, thinking I was going to have major problems with 6 cameras due to the idle error rate (ended up with zero problems when capturing).

Seems to be great software so far, I'm just hoping iPi brings out the head mocap soon - and certainly wouldn't mind tying a 'Rudolf the Reindeer' LED nose if that would help.


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