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 Post subject: Head tracking
PostPosted: Fri Aug 26, 2011 9:48 am 

Joined: Wed Apr 08, 2009 9:23 am
Posts: 301
Location: White Lake Mi USA
I saw this video and I thought I would share.

http://www.youtube.com/watch?v=z8vZeztp ... re=related

IT shows how a head is tracked via a look at tool for the mouse.

Cheers


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 Post subject: Re: Head tracking
PostPosted: Fri Aug 26, 2011 10:14 am 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2423
Location: Los Angeles
For head motions that's essentially how I set things up in Motion Builder using an Aim Constraint and other constraints. This setup in Unity looks pretty cool though.

Just curious, but is anybody here using iPi DMC with Unity? I think Jean Dellac is using Valve's Source engine with iPi DMC, and it looks pretty good. A couple of years ago I thought once I got a workflow established I would be rendering realtime using a game engine but along the way I decided to stick with what I know and already use for work (traditional pre-rendered 3D and compositing.) I think I still want to try a using game engine in the future, so I'm interested in hearing about the experience of other users.

G.

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 Post subject: Re: Head tracking
PostPosted: Wed Aug 31, 2011 11:25 am 

Joined: Thu Aug 11, 2011 4:56 pm
Posts: 111
Location: United States
Since IPI can run with Sony eyecams, would it be possible to use the PS3 Move sensors to track head and wrist movements? I use the Cams for capture plus I use one for my PS3 Move. Basically an illuminated ball that the eyecam can track. It;s used for many of their sporting games.


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 Post subject: Re: Head tracking
PostPosted: Wed Aug 31, 2011 12:27 pm 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2423
Location: Los Angeles
The developers mentioned that they were experimenting with the possibility of using the Move or Wii Controller for head and props tracking. That was a while ago though and I haven't heard anything new since.

For head tracking, I've wondered if googles that has non-reflective lenses with white dots pasted on them would work. This would be relatively cheap and easy to make, and the tracker could rotate the head to follow the position of the 'eyes' relative to the rig's neck and shoulder. That probably sounds a bit too 'simple' and I imagine there are complications I'm not aware of, otherwise they might have already implemented something like this.

Still, I'm curious to hear how things are progressing for this feature.

G.

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Artist/Partner - Little Green Dog | My Demo Reels (2013,) (2015,) (2017,) and (2019)
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 Post subject: Re: Head tracking
PostPosted: Fri Sep 02, 2011 4:33 pm 

Joined: Thu Aug 11, 2011 4:56 pm
Posts: 111
Location: United States
Would there be a way to place markers on the head (i.e, ping pong balls on a baseball cap) and track them in AfterEffects? How would you transfer the saved motions to a bvh format?

I just checked out the Unity Plugin that started this whole thread and it looks damn good. Unity basic is a free download and is what any of us would need. We wouldn't need it to render or anything like that, just turn heads. I think I'll add this to my arsenal so that I can do my mocap with IPI, face cap with Zign Track, and head motion with this.


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 Post subject: Re: Head tracking
PostPosted: Fri Sep 02, 2011 5:30 pm 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2423
Location: Los Angeles
IMO, if all you're looking to do is replicate what you see in the Unity demo, setting up an aim constraint in your native 3D program to control the head, neck and spine would probably be a lot easier than going into a game engine, setting up a similar constraint and then trying to get the data back onto a rig in your native 3D program. I would look at what's available in your 3D program first.

That said, if you do go the Unity route, I'm curious to hear what you learn. At a glance, it sounds like Unity supports FBX import and export, so I imagine this is doable. One of these days I'd like to look into it for its realtime render capabilities and possible game development, so any info on this topic is of interest to me.

Just curious but what is your native 3D program?

BTW, Animeeple also has a 'look at' type constrain. It's been awhile since I used this program though and I'm not sure the constraint affected the spine like the setup in the Unity demo; I think 'Look_at_Block' only affects the head and neck. Setting it up is really simple to set up though. Go here for more info:

http://www.animeeple.com/documentation/Look_at_Block

Hope this helps.

G.

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Artist/Partner - Little Green Dog | My Demo Reels (2013,) (2015,) (2017,) and (2019)
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 Post subject: Re: Head tracking
PostPosted: Fri Sep 02, 2011 9:49 pm 

Joined: Thu Aug 11, 2011 4:56 pm
Posts: 111
Location: United States
Hey G,

Since I really don't model, I don't have the use for Maya or 3DS max, so I just use Poser Pro and Vue 9, both in 64 bit mode. You know, I haven't even looked at either program to see if I could set up an aim constraint. I know that you can constrain objects (video below), but I'll have to look about other types. I'll also check out Animeeple. Zign track can cap head motion perfectly, but since I'm going to be using a head-cam rig to cap the performers face, it won't be able to get the head motion.

http://www.youtube.com/watch?v=QNjWK9SO9c4


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 Post subject: Re: Head tracking
PostPosted: Sun Sep 04, 2011 10:58 pm 

Joined: Thu Aug 11, 2011 4:56 pm
Posts: 111
Location: United States
Hey G,

I downloaded animeeple but haven't had a chance to really sit down with it yet. Thanks for the info on it!


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 Post subject: Re: Head tracking
PostPosted: Sun Sep 25, 2011 12:46 pm 

Joined: Thu Apr 21, 2011 11:14 am
Posts: 28
Location: Paris, France
I can live without wrist-tracking, but yeah, head-tracking is may be what the software needs the most right now!


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 Post subject: Re: Head tracking
PostPosted: Mon Dec 26, 2011 10:23 am 

Joined: Fri Jul 15, 2011 2:05 am
Posts: 1
thats a funy features mrbones, but in truth the cant have a choice to track the Head and the Hands like have for Foot and Shoulder its a big lack, it foced me to use, Brekel Kinect before pay a Basic Licence of IPI only to can Track the hands and the Head. and its sadly because this program its realy great it produse a all moust finish animation just its not finish because the head and the hands are not tack and in my case for Second Life it make a huge difrence because not edited bodybards SL will assume a secondary animaton and dont realy looks ok.

eagerly waiting for see IpI without this Lack

Warm Animations


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