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Has any developers used the ipisoft motion capture ina game?
https://forum.ipisoft.com/viewtopic.php?f=2&t=5448
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Author:  punkouter [ Tue Oct 18, 2011 2:20 pm ]
Post subject:  Has any developers used the ipisoft motion capture ina game?

I make little apps or games for the windows phone and was trying to figur eout what all the parts I needed to put together a little game using avatars motion captured by me.. ofcourse ipisoft with 2 kinects I can create the motion capture... But then I have questions like.. how do I get an evolver avatar into 3dsmax? Evolver creates bones and ipisoft has the motion info.. how are they merged ? Ideally I would like to also use 3dsmax CAT but I don't know how you would convert the ipisoft data to a CAT character.. any ideaS ?

Author:  Pat [ Tue Oct 18, 2011 2:55 pm ]
Post subject:  Re: Has any developers used the ipisoft motion capture ina game?

Yes, there are a few people who have used ipisoft for games, one guy on this forum has used it to make a soccer game. I am not familiar with evolver, so I don't know the specifics of how it works. However 3DS Max can import most file types, so I would imagine that there wouldn't be an issue....? You can alwyas ty a program like Animeeple or Unity to re-target the avatar.

Pat

Author:  punkouter [ Tue Oct 18, 2011 2:59 pm ]
Post subject:  Re: Has any developers used the ipisoft motion capture ina game?

Ultimatly I am going to use XNA which has a .fbx importer.. so the goal is how do I get from ipisoft --> onto skinned evolver charter (or 3dsmax CAT --> FBX skinned and animated and textured character... ??

Author:  DaveGMissionMan [ Tue Oct 18, 2011 3:10 pm ]
Post subject:  Re: Has any developers used the ipisoft motion capture ina game?

Frantic Freddy on the IOS

Its in the App Store- Check it out

http://itunes.apple.com/us/app/frantic- ... 66963?mt=8

Author:  Greenlaw [ Tue Oct 18, 2011 5:31 pm ]
Post subject:  Re: Has any developers used the ipisoft motion capture ina game?

Pat wrote:
...one guy on this forum has used it to make a soccer game.

That would be Radiac. The thread for his game is here: Pixelsoccer - a game with full animations with IPI Studio

He has a YouTube channel too: PixelSoccer

Several users are using iPi DMC motion data in game engines to render short and feature films, most notably, Ian Chisolm and Jean Dellac. Here are their YouTube channels:

http://www.youtube.com/user/chishoi

http://www.youtube.com/user/JeanDellac

G.

Author:  Pat [ Tue Oct 18, 2011 7:09 pm ]
Post subject:  Re: Has any developers used the ipisoft motion capture ina game?

Thanks, G! I couldn't remember their names.

You can import a 3ds max character directly into Ipi. Just cap your performance, and them import the BVH from your 3ds biped and save. That's it!

Pat

Author:  punkouter [ Wed Oct 19, 2011 6:58 am ]
Post subject:  Re: Has any developers used the ipisoft motion capture ina game?

So in 3dsmax you can save the structure of a CS biped (or CAT character) as a.bvh ? and then you load that into ipisoft for the bone structure ?

But isnt what I want is to get everything in 3dsmax to deal with lining up all the animations on the timeline for exporting to fbx for a game ?

I feel like I am missing something.

Author:  Pat [ Wed Oct 19, 2011 8:45 am ]
Post subject:  Re: Has any developers used the ipisoft motion capture ina game?

If you go to "Export - Import Target Character" you can choose which file type you want your "bones" to be imported as. Or below that, there is a tab that says "Export to 3DS Biped." Once you have targeted the motion to your bipeds in IPI, you can them edit them in Max (line them up, make adjustments, etc).

Basically, most of your work will be in Max - you're just using IPI to attach the motions to your bones.

For example, I use Poser Pro only for bipeds because I hate modeling and rigging. I'll also do any key frame editing that I have to do in Poser. I transfer the motions to my Poser figures, "dress them" and apply dynamics in to cloth and hair in Poser, but then transfer them to Vue where I place them where I want and make any last minute adjustments.

Or, perhaps I am misunderstanding the question - (it happens a lot with me hahaha)

Pat

Author:  punkouter [ Wed Oct 19, 2011 10:47 am ]
Post subject:  Re: Has any developers used the ipisoft motion capture ina game?

let me put it this way..

So ipisoft can take an evolver avater and map it to the bones.. thats great.. THAT is what I want it 3dsmax.. the model and the bones and them TOGETHER... so where is the export for that?? its not just a .bvh .. is it ?

Author:  Greenlaw [ Wed Oct 19, 2011 1:13 pm ]
Post subject:  Re: Has any developers used the ipisoft motion capture ina game?

punkouter wrote:
let me put it this way..

So ipisoft can take an evolver avater and map it to the bones.. thats great.. THAT is what I want it 3dsmax.. the model and the bones and them TOGETHER... so where is the export for that?? its not just a .bvh .. is it ?


The most basic thing you can is is import your rigged character using Collada or FBX. Then in iPi DMC, you retarget the motion data to your own rig, and then export for your 3D app. This works for most applications and it should work for Max. The imported rig needs to conform to specific structure and naming conventions, which is pretty standard for mocap. You can get the details on the required format in the wiki.

There are alternative techniques you can try but they can be more advanced. What I prefer to do is export a .bvh and then retarget the data to my rig in Motion Builder, which gives me a bit more control and flexibility. Then I export an FBX from Motion Builder and transfer only the motion data from the FBX directly to the rigged character in my 3D application.

Hope this helps.

G.

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