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| Switch primary camera https://forum.ipisoft.com/viewtopic.php?f=5&t=6166 |
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| Author: | Marble [ Sun Jul 08, 2012 1:18 am ] |
| Post subject: | Switch primary camera |
I had my first recording session the other day using 2 kinects and recorded all my animation in a T pose in front of Camera 2 (oops!). In Studio I can rotate the actor to match, but then I get a BVH file with animation along the wrong axis. Is there a way to switch Camera 1 and Camera 2 before processing? By the way, everything else worked flawlessly. Save for the axis orientation, I ended up with a beautiful, clean motion capture that didn't even require any cleanup after the built-in tools did their thing. Really nice. |
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| Author: | andrew [ Mon Jul 09, 2012 1:37 am ] |
| Post subject: | Re: Switch primary camera |
Hello Marble, as far as I understand you need that character at the first frame has zero rotation around vertical axis. If yes then it can be easily achieved:
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| Author: | Marble [ Thu Jul 12, 2012 12:29 pm ] |
| Post subject: | Re: Switch primary camera |
Perfect. And so easy! |
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| Author: | ppe [ Fri Aug 03, 2012 1:03 am ] |
| Post subject: | Re: Switch primary camera |
If, for some reason, you need for example walking from right to left and you cannot record it so, what I found to be the only viable solution (without buying some expensive software) is to create an extra frame at the beginning of ROI, i.e. grow the region of interest by one frame. Rotate manually the skeleton (hips) to face the desired direction in this extra frame, export with "recenter coordinate system on character in first frame". After exporting, remove the first frame from the exported bvh somehow, and voilá - you have successfully rotated the whole animation. Tested with v1 + PS3 cameras only, though. This (rotate the whole animation however you want for export) should really be a feature in v2 (I do not know if it is). An other useful one would be to recenter in the last frame. Needed, if export starts from person lying on the floor and getting up. |
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