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capturing/roto-ing basketball from 4 PSeye camera take
https://forum.ipisoft.com/viewtopic.php?f=2&t=6342
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Author:  motionprojects [ Mon Oct 08, 2012 7:23 pm ]
Post subject:  capturing/roto-ing basketball from 4 PSeye camera take

I've done several takes of basketball dribbling with 4 PS eye cams.

Took advice from others on the forum, and wore a brightly colored cap, gloves, shirt and t-shirt.

Got very good results considering occlusion of the ball and lots of body rotations away from the cameras.

And now to get movements of the ball onto a 3d sphere... given that the ball's color is identifiable, is there a tracking solution (e.g. PFtrack or other) that could derive 3d reference from the 4 views, and merge into mocap's coordinate sytem?

As a RFE, it would be useful to be able to export some abitrary nulls according to color within ipisoft. Another example might be jump rope, where I imagine 3 rings of colored tape on the rope - plotted into 3d would be ideal reference.

For the moment I've exported a camera view, and am using it as a background plate for hand-animating in Maya. Given the sheer number of bounces over numerous takes... I was wondering if anyone had clever solutions or workflows for getting this done efficiently.

Thanks for any help.

Author:  ManyMotion [ Wed Oct 10, 2012 7:15 am ]
Post subject:  Re: capturing/roto-ing basketball from 4 PSeye camera take

I think your best method at the moment would be hand animation.

The good news is iPi intend to release a prop tracker at some point, though how it will work/if it would work with an object like a ball is another matter all together.

If you find a solution to this please post a video for it, I am sure people would be interested to see your results :)

Oli

Author:  RebelHill [ Fri Oct 12, 2012 2:11 am ]
Post subject:  Re: capturing/roto-ing basketball from 4 PSeye camera take

I don't see any reaon why something like syntheyes wouldnt be able to get some sort of track of a single video of the ball... its pretty good at stuff like that.

However... I cant help but immediately think of turning to the (much quicker) TD route. Assuming the person is dribbling the ball, then ofc the motion of their hand is inexorably tied to that of the ball... so, just identify the position the hand makes as it contacts the ball... sdk the ball to be at the hand position at each of these time points, and to go to ground at the half way point.. bouncy, bouncy, bounce.

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