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PostPosted: Sun Jan 01, 2012 9:47 am 

Joined: Sun Jan 01, 2012 8:28 am
Posts: 2
Location: NZ
Hello,

I've used the trial version for a few takes now where I've allowed the program to calculate various poses using the "Refit Pose" button, as well as animations ranging from easy to complicated. Thankfully I've been given access to two kinects during the 30 days.


I'd like to contribute the idea that pose calculations could benefit a lot from checking if the default iPi Studio skeleton has bones that are defying an array of optionally set limits of rotation.

A good example of where this could improve results is when the lower-arm bone rotates too far at the elbow, causing the mesh of the lower-arm to go completely inside the upper-arm.

Such a rotation would be unnatural of course. If basic limits of rotation were set then the "Refit Pose" function would be capable of making additional checks.
These checks would essentially prevent the odd occasion where the function finishes with a pose that may be mostly correct but has overlooked a very unnatural rotation when guessing a bones orientation.

The checks could also be mildly incorporated into the actual tracking function to prevent any odd occasions where the same behavior may occur. I think the increase in work to do these checks would only be a very small fraction of time when doing tracking.

I assume quaternions would be going too far for this approach. A simple list of min/max angles would probably suffice for each bone.


I'm interested in coding this idea in C#. So far my experiences have been great with the iPi Studio trial.
I figured I could contribute some ideas while on break from study. Check out my post in the New Members section regarding what I use iPi Studio for :)


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PostPosted: Wed Mar 07, 2012 7:09 pm 

Joined: Thu Jan 19, 2012 10:47 am
Posts: 25
That's a totally brilliant idea and I think thats something that should be looked at right away by the developers. Having rotational constraints on or off or "soft" would be very help full for the software itself I think if it new it wasn't supposed to go off the deep end, once you have a forward facing actor in place and then "lock constraints from this position". Done and done. :)
Great idea!


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