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 Post subject: PS Move Refinement?
PostPosted: Mon May 26, 2014 2:36 am 

Joined: Mon May 26, 2014 2:10 am
Posts: 24
Hi my friends :)
I'm doing some research for my company to improve our Ipisoft MoCap pipeline.
Right now im working with prop capturing by the PS Move Controllers.
I saw reviews where people used some kind of gloves, what's from my pov the best solution to keep the actor flexible. We're trying do some sword fight scenes and that's where my problems start.

1. As the actor gets fast with the sword, the PS Move completly loses it's orientation and the sword is turning randomly. Unfortunatly we have 7 Computers in a 7 to 7 m room, perhaps that disturbs the field? I guess there's not really a solution for that?

2. The more important question is this: When I put the Controller on top of the hand (in line with the fingers), the rotation is a different as it would be in the standard grip. Is there a solution to some kind of offset the rotation? I mean the move tool only hast this one direction rotation option, what's not enough to really match it. On the other hand, sometimes rotations just don't look realistic (too strong in one direction). Would be really cool if you could refine it after you apply the data. Or is there a workaround I don't know?

Thank you very much :)


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 Post subject: Re: PS Move Refinement?
PostPosted: Mon May 26, 2014 5:43 am 
iPi Soft

Joined: Wed Jan 11, 2012 6:12 am
Posts: 2355
Location: Moscow, Russia
Hi

I think glove is simply used in a way to not soil the skin with a scotch tape. The more important thing that some do is to disassemble PS Move and remove unnecessary parts like the glowing sphere. This allows to reduce the controller's size thus effectively making it more convenient to use.

kernberg wrote:
1. As the actor gets fast with the sword, the PS Move completly loses it's orientation and the sword is turning randomly. Unfortunatly we have 7 Computers in a 7 to 7 m room, perhaps that disturbs the field? I guess there's not really a solution for that?

It's possible you're facing the accuracy limitations of sensors built into PS Move. So there's nothing you or we can do about this issue.

kernberg wrote:
2. The more important question is this: When I put the Controller on top of the hand (in line with the fingers), the rotation is a different as it would be in the standard grip. Is there a solution to some kind of offset the rotation? I mean the move tool only hast this one direction rotation option, what's not enough to really match it. On the other hand, sometimes rotations just don't look realistic (too strong in one direction). Would be really cool if you could refine it after you apply the data. Or is there a workaround I don't know?

The purpose of "Match with camera" button and the Move tool is to align the model of motion controller in the scene properly. It has nothing to do with the grip. The only unknown component of orientation is horizontal, other components are driven by the gravity force. So the horizontal rotation is enough to get the correct sensor position in the scene. Just the model to "PS Move" and ensure it's aligned with images from cameras.
The correspondence between motions of controller and hand/head (depending on a grip) is set when you edit the pose in a selected frame before applying the controller's data. If you see the "one-side" tendency after applying data, then probably you should more carefully edit the pose before applying to correct this issue. Another reason is drifting of controller's orientation within a shot, which sometimes is considerable. In this case, you can process motion controller data by a smaller chunks, say 30 seconds, so the drift effect is insignificant in individual chunks. In each chunk, do the complete sequence of alignment of controller to the scene, editing the pose and applying the data.


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