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| Head tracking https://forum.ipisoft.com/viewtopic.php?f=4&t=5306 |
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| Author: | mrbones [ Fri Aug 26, 2011 9:48 am ] |
| Post subject: | Head tracking |
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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| Author: | Greenlaw [ Fri Aug 26, 2011 10:14 am ] |
| Post subject: | Re: Head tracking |
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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| Author: | Pat [ Wed Aug 31, 2011 11:25 am ] |
| Post subject: | Re: Head tracking |
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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| Author: | Greenlaw [ Wed Aug 31, 2011 12:27 pm ] |
| Post subject: | Re: Head tracking |
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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| Author: | Pat [ Fri Sep 02, 2011 4:33 pm ] |
| Post subject: | Re: Head tracking |
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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| Author: | Greenlaw [ Fri Sep 02, 2011 5:30 pm ] |
| Post subject: | Re: Head tracking |
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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| Author: | Pat [ Fri Sep 02, 2011 9:49 pm ] |
| Post subject: | Re: Head tracking |
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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| Author: | Pat [ Sun Sep 04, 2011 10:58 pm ] |
| Post subject: | Re: Head tracking |
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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| Author: | JeanDellac [ Sun Sep 25, 2011 12:46 pm ] |
| Post subject: | Re: Head tracking |
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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| Author: | warmanimations [ Mon Dec 26, 2011 10:23 am ] |
| Post subject: | Re: Head tracking |
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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