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PostPosted: Mon Mar 11, 2013 12:14 am 
iPi Soft

Joined: Wed Jan 11, 2012 6:12 am
Posts: 2355
Location: Moscow, Russia
Of course, clothes of different colors will make tracking accuracy higher.


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PostPosted: Wed Mar 13, 2013 12:13 pm 

Joined: Wed Oct 10, 2012 3:17 am
Posts: 84
Hey guys, I have been away for a couple of weeks but if it helps anybody out,

I used these clothes

http://www.youtube.com/watch?v=dS9VVGAP_Us

and am currently at this result (with some cleaning in 3ds max)

http://www.youtube.com/watch?v=7HYHcmyRE2A

I would agree with the ipi staff that occlusion is a real big issue, but there is absolutely no way around that when using PS eyes. This was done as a test to see if my theory about segregating colours would actually work. I can imagine with 6 PS eyes it could possibly be less of an issue but it will never be perfect. Occlusion will always be there.


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PostPosted: Wed Mar 13, 2013 12:36 pm 

Joined: Fri Jan 18, 2013 12:27 am
Posts: 62
Hi ManyMotion, hey I have a problem with the BVH file exported from ipi in 3ds max biped. You say you use 3ds Max and it seems you dont have any issues with the mocap data. My problem is when importing the BVH file(or bip file converted from the BVH file to avoid scale the mesh) , the shoulder are deformed. I mean the shoulders are rotated in the Y axis and the mesh gets deformed. this doesnt hapenned with ipi studio 1.xx . Watching the skeleton in ipi studio 2, I can see that the clavicule are rotated towards the chest, If im not mistaken the skeleton in ipi studio one doesnt have ther skeleton this way and this makes the biped shoulders rotate and deform the mesh badly. Please can you tell me if you have this issue, and how to fix it?. thanks in advance


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PostPosted: Wed Mar 13, 2013 12:52 pm 

Joined: Fri Jan 18, 2013 12:27 am
Posts: 62
By the way I used the 2 options about shoulder, one drive by video and the other drive by arm rotation or something like that, and I have the same result. I also try the BVH file that is in ipi website and this issue happens too with that file that is made by ipi staff.


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PostPosted: Wed Mar 13, 2013 1:47 pm 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2423
Location: Los Angeles
I start out using the default Shoulder Position Calculated from Arm Position, and switch to Shoulder Position Tracked from Video when there is a problem with the arm--usually, when the arms rolls too far one way or the other because the shoulder isn't tracking properly. I don't know if this always works but I've done it a few times this week with improved results.

On rare occasions, the arm/shoulder will be extra stubborn and simply not rotate the way you want it to. In this case, I manually rotate the shoulder and adjust the arm, copy the shoulder-arm pose for a few frames before and after, then then either Track through the trouble frames or click Refit Pose manually for each frame through the trouble frames.

G.

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Artist/Partner - Little Green Dog | My Demo Reels (2013,) (2015,) (2017,) and (2019)
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PostPosted: Wed Mar 13, 2013 2:13 pm 

Joined: Fri Jan 18, 2013 12:27 am
Posts: 62
HI green alw, I forgot to tell that the arm and shoulder are ok in ipi character, even when I import a fbx character everything is ok, but when I import the bvh file onto a biped the arms and shoulders are rotated backwards like a military stand position deforming the mesh. i can even test the biped without a mesh and you can tell that the shoulders and therefore the arms go back


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PostPosted: Wed Mar 13, 2013 2:17 pm 

Joined: Wed Oct 10, 2012 3:17 am
Posts: 84
Hey

I haven't really ever had a problem with my clavicals. My workflow is as follows when using max biped

1 - import bvh to a fresh biped using the "motion capture" panel
2 - check animation and make a first pass of editing
3 - save as a bip
4 - open rigged character file and apply bip

Also, I would like to stress that there is and always will be some amount of clean up. I have had 1 ipi file when capturing two people in which the arms just flat out wouldn't capture at all. I had to go in and key frame the arm animations but the animation I was able to capture was a great starting point.

If you could post up a video of the issue it may be easier for me (certainly Greenlaw) to help.


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PostPosted: Wed Mar 13, 2013 2:23 pm 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2423
Location: Los Angeles
Ah, okay--sorry, I was talking about within iPi Mocap Studio, not after importing the BVH to other applications.

FWIW, I'm using Motion Builder 2011 and iPi BVH for MB has been pretty reliable so far. I haven't spent much time with other methods yet--will probably explore this after we get our movie done.

G.

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Artist/Partner - Little Green Dog | My Demo Reels (2013,) (2015,) (2017,) and (2019)
Image
Watch a one minute excerpt on Vimeo now!


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PostPosted: Wed Mar 13, 2013 2:35 pm 

Joined: Fri Jan 18, 2013 12:27 am
Posts: 62
Thanks ManyMotion and Greenlaw, well first this issue is not about the topic of this forum , but I was just looking for help. I already staretd a topic in the issues tab, but anyway I will be posting a video for you to see it here very soon. Needleds to say what I meant it doesnt have to do with multiple person tracking. thanks again


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PostPosted: Wed Mar 13, 2013 7:02 pm 

Joined: Fri Jan 18, 2013 12:27 am
Posts: 62
Ok , I already finished with the video showing my issue. I have to say that I test the shoulder with the 2 options, the shoulder position tracked from video and shoulder position calculated from arm position(not in the video, I also check and uncheck head tracking and the result is the same in all the situations. Heres the video

http://www.youtube.com/watch?v=Z-jQPBVg ... e=youtu.be

I also have to say that this is not an issue created because of my character, I tried a clean biped, the bvh sample that you can download from Ipi website and also the 3DS2009_Valve_Biped_Male.max which is a charcater rigged and skinned and I donwloaded somewhere in this forum and for all the situations the results are the same. Please watch the video and you will see what Im talking about. I know I can correct the shoulder rotations by adding a biped animation layer an just rotate the shoulders to the correct position until they are lined straight , but I think this shouldnt happend when exporting from ipi studio 2 because this used not to be happened with ipi 1.


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