sticky feet
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Author:  Tudor [ Fri Jun 12, 2020 6:19 am ]
Post subject:  sticky feet

Feet tend to be a lot noisier than arms and upper body in general, especially when using a depth camera.
A feature that could help here is basically ignoring most of the feet data and stabilizing it.

I used Ikinema as a retargeting software. It had a stabilize function where something stayed in place unless a threshhold value was exceeded. This meant you could set the hands, feet or whatever, to ignore anything less than, say 3cm. When this was exceeded, the motion carried on as usual. This meant you got rock solid retargeting where the feet was perfectly locked in place.

It would be dead cool if something as this was introduced to ipi!
realtime capture for example would benefit as well, but having this as an option in the noise reduce/track menu would be awesome.

(Yeah, I'm a new user here and I am spamming the forum, I know, but I like the software and want it to kick ass even more! )

Author:  Greenlaw [ Sun Jun 14, 2020 11:52 am ]
Post subject:  Re: sticky feet

With depth sensors, I find feet tracking is more stable when wearing 'bulky' shoes with thick soles. By that, I don't mean 'clown' shoes or anything ridiculous but soft boots or thick-soled walking shoes work well for me.

In normal standing, walking, or running, the feet are reasonably steady with these shoes during capture with depth sensors.

In some situations, like crouching low to the ground or leaping, the feet might turn out because of excessive force against the ground plane. When that happens, I just pin the feet for a few frames in my animation program and then release the pinning after the extra force is relieved.

Author:  Tudor [ Mon Jun 15, 2020 8:18 am ]
Post subject:  Re: sticky feet

Thanks for the tip. I have mostly been barefoot, or just in socks when doing this. Will try shoes.
For the sticky feet I am really picky as I dont want the feet to move a millimeter when standing still. I can of course solve it manually, but having this automated would make a big difference as I dont have an automatic way to do this in neither maya nor lightwave. Ikinema, which I used was a company license and ikinema is now off the market as apple bought them.

Author:  Greenlaw [ Mon Jun 15, 2020 8:31 am ]
Post subject:  Re: sticky feet

Tudor wrote:
... ikinema is now off the market as apple bought them.

Oh, I didn't know that. I have an older standalone version of ikinema but haven't used it in ages. I mostly used Motion Builder to edit and transfer my iPi data. Unfortunately, I might have lost my activations for both programs (ikinema and MB) in a recent hard drive crash.

Right now I'm learning iClone 7 with 3DXchange to use for editing data between iPi Mocap Studio and LightWave. Will post info about my new workflow once I'm sure this is going to work.

Author:  Tudor [ Mon Jun 15, 2020 9:51 am ]
Post subject:  Re: sticky feet

Please let me know on iclone if you remember.
I do use Mobu as well, but I have never really become friends with it as I am more of a traditional animator more than a mocap animator.

Author:  Greenlaw [ Mon Jun 15, 2020 10:28 am ]
Post subject:  Re: sticky feet

Yeah, Motion Builder worked well me for almost a decade. The version I had was MB 2010 so the UI was a bit dated and, it was kinda hard for me to figure out. But luckily I have friends in the industry who helped me develop a workflow that did exactly what I needed.

But now I want a program to edit iPi Mocap Studio data that has a modern UI and doesn't cost an arm and a leg. I'm hoping that program is iClone/3DX, which I've had for a while but never took enough time to learn it well enough to replace MB. So in a weird way, my computer crashing and burning my node-locked MB activation was a good motivator for learning a new program. :)

I'll let you know it this actually works out for me.

Author:  formay [ Wed Feb 17, 2021 8:16 pm ]
Post subject:  Re: sticky feet

who have ikinema for motionbuilder files which under folder C:\Program Files\Autodesk\Motionbuilder2016\plug-ins

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