I put in an order for four 'budget' cards that are DirectX 11-12 compatible. Decided to go with the ASUS GT610-SL-1GD3-L because it's silent, low power, low heat, low profile and low cost (about $38 after rebate.) I think this will work out for us. We have 3 workstations and four render boxes running in our tiny home office so heat, sound and power consumption is always a concern...especially with the horrible summer we're still having here in Los Angeles. :)
Will post another update after the cards arrive and have been installed.
Snapz wrote:
...the only real issue is still the feet positioning when standing still, or turning and with just turning top body, the feet want to follow the same trajectory, no where near as bad as Kv1 though, but pinning in a external editor should be much easier.
The head tracking is a bit stiff, maybe the use of a head Move controller would help, I haven't tried that yet, nor will I most likely, I can just as easy use an adjustment layer to correct the head.
Yeah, the 'feet twist' has always been a problem as far back as version 1.0. It apparently has to do with the hip constraints but I'm told that not having the constraints leads to more problematic errors. But you're right, pinning the feet in an animation program usually solves the issue.
Ever since I started using the PS Move for head tracking, I haven't bothered with the other head tracking modes. The result with the Move controller is very nice...and if it happens to fail (which is rare), you can always go back to keyframing the head. Here's the head gear we use:
Mocap Helmet UpdateWe've been using this helmet for a few years now and it still works great! What's not shown here is the chin strap which I had to purchase separately--this is essential if you want to helmet to stay put in action. The only issue I had is that the matte gray paint I used to eliminate reflection is flaking because a past performer fell down a little too hard and broke the seal. Last year I found a matte gray paint that bonds with plastic...haven't tried it yet but will post the result when I do.
Here's the first prototype version of the helmet:
One Way To Turn A HeadThis version actually looks cooler but I needed my bike helmet back for actual bike riding.
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I am just used to seeing the PS Eyes results I guess and this 30 fps looks like its moving in slow motion on playback :) fairly good results though.
That sounds odd. I think the motion should playback in Mocap Studio at the rate it was recorded in. Or are you talking about playback in a third party program? Even there, you should be able to interpret the correct frame rate.
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I don't know if the tracking quality its self is any better with the Pro version, but I would like to see a result with it, without any real tracking modifications using the iPi manual tools, just tracking, refining and JR used, besides the loss of tracking corrections that will be made, but just a raw type processing to compare with.
I imagine the tracking system itself should be the same.
G.