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PostPosted: Tue Apr 23, 2013 10:46 am 

Joined: Wed Aug 22, 2012 11:05 am
Posts: 22
On a fast look in the forum I found these possibilities:

- Customizable body parts.
- Mixed configurations (Cameras + Kinect)
- Props tracking with independent bones.
- 90º Kinect recording option for very small places.

What more could be potentialy released on v3?
And what could be discarded?


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PostPosted: Tue Apr 23, 2013 12:00 pm 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2423
Location: Los Angeles
This is a 'wishlist' item but I would love to see them add more editing/override capabilities, such as the ability to pin and release feet by setting keys--possibly like the way we can keyframe hands and fingers on a separate animation track now.

G.

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PostPosted: Wed Apr 24, 2013 12:06 am 
iPi Soft

Joined: Wed Jan 11, 2012 6:12 am
Posts: 2355
Location: Moscow, Russia
Before we can think carefully about v3 features, we should finish the works on v2 (I mean 2 actors).
You can use this topic as a wishlist for the most wanted features :) Will be helpful for us, too.


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PostPosted: Sun Apr 28, 2013 2:19 pm 
iPi Soft

Joined: Tue Mar 31, 2009 9:13 pm
Posts: 805
The following two features are planned for 3.0:

1) Porting the code to DirectX 11 (will be compatible with DirectX 10 or SM 4.0 video cards, you'll just need to install DirectX 11 runtime software). This should help us to seriously optimize tracking speed by using latest features of modern video cards.

2) New character rig with improved bone structure for arms, with additional bones for arm twist (somewhat similar to CryEngine rig or some other popular rigs). Additional bones will be optional (you'll still be able to use simple bone structure for arms if you wish).

Anything else is still not decided.


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PostPosted: Mon Apr 29, 2013 10:27 am 

Joined: Wed Sep 28, 2011 3:28 am
Posts: 96
You guys are doing an amazing job!.....keep it up :)


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PostPosted: Tue Apr 30, 2013 2:38 am 

Joined: Wed Apr 04, 2012 4:47 am
Posts: 51
Wow the optimising speed is a good update!!! I hope it comes with the release of v3.0


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PostPosted: Wed May 01, 2013 3:12 am 

Joined: Fri Sep 24, 2010 12:37 pm
Posts: 104
Just to add to this thread, support for keyframe-able IK foot pinning, I know Greenlaw said it already but consider it a vote :)


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PostPosted: Thu May 02, 2013 9:32 am 

Joined: Fri Aug 24, 2012 11:23 am
Posts: 3
Michael Nikonov wrote:
The following two features are planned for 3.0:

1) Porting the code to DirectX 11 (will be compatible with DirectX 10 or SM 4.0 video cards, you'll just need to install DirectX 11 runtime software). This should help us to seriously optimize tracking speed by using latest features of modern video cards.

2) New character rig with improved bone structure for arms, with additional bones for arm twist (somewhat similar to CryEngine rig or some other popular rigs). Additional bones will be optional (you'll still be able to use simple bone structure for arms if you wish).

Anything else is still not decided.


Well I'll be upgrading to 3.0 if you guys add DirectX 11 support for sure.


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PostPosted: Fri May 03, 2013 3:00 am 

Joined: Fri Sep 24, 2010 12:37 pm
Posts: 104
eyepies wrote:
Whats better is that it works now without having to keyframe,

This keyframeless technique for pinning feet could not be any easer than it is.

Just hold the IK axe and move the time line , Presto, foot pinned and done.

I tried it, it didn't work that well at all. I'm not really interested in hacks but something which is properly supported as a product feature. At present, I can fix foot skate in Blender quite nicely but i'd rather do it in the source of the mocap


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PostPosted: Fri May 03, 2013 8:29 am 

Joined: Fri Sep 24, 2010 12:37 pm
Posts: 104
I've no interest in what cannot be done right now, only in what i'd like to see. If there's nothing doing it right now, then it's a nice USP. Just because nobody else does it, is no reason to also not do it and that's all that needs to be said about it. :)


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