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Dance video re-tracking done in Low Res setting, all boxes checked, shoulders by video, and very flex spine.
Processing: 1.85 f/s @ .54 s/f (5 PS Eye set up) Low Res option worked just as well as High Res at faster f/s rate. Refine Backward ran even faster: 1.95 f/s @ .46 s/f
(Dual Kinect v2 using Low Res were processing at 2.75 f/s @ .37 s/f (over 3.0 f/s @ .33 s/f for Refine) using depth only, I didn't try with a depth/video recording, but should be comparative).
(Resolution setting didn't have any noticeable effect on JR or Moves data application speeds, no real concern, since faster anyway).
I ran tracking, refine backward, Move data and JR in the same time it took to just track the video with the 750 Ti with Hi Res setting.
The less time it takes for the actor to align with the video, the smoother, more accurate the outcome and the 970 was able to keep it right in alignment at that speed with no more tracking loss than in Hi Res, very impressed. (I really don't get that much tracking loss anyway, I just catch it and correct it right away, then continue on). I don't batch process.
Moves used on the hands, it is visible if watched, where I was having issues with them before when this was recorded, where data would go in and out of proper positioning, this is corrected now, hasn't happened yet with the BT211 adapter and moving it closer to performer with a USB cable to limit any interference.
No head controller used, just head tracking box ON.
No manual editing done, used only auto-correction iPi tools, never exported, recorded right in iPi Studio 3 viewport.
(There is an issue when using pre-rigged custom or auto-rigged or any characters with straight spines, where the iPi skeletons lower spine bone should be more straight, it causes unnecessary belly push, especially on bending actions, as seen in the video, usually needs adjusting in a 3D editor afterwards for better appearance).
Image shows how more common skeletons are created, custom or auto-rigged, it would be nice if iPi could adjust theirs to follow suit for better appearance on most characters on export, hip bone design is not a concern, more the spine hitch and the shoulder bone (clavicle) positioning, but more so the spine hitch IMO, this of course depends on the creator of any skeleton, so it is a catch 22 there also, but most don't hitch the spine in that manner, since skin weighting doesn't depend on bone location/rotation when created, but has effect when using different Mo-Cap files.
Not a finished animation, just demonstrating results using Low Res tracking option.
Link:
https://youtu.be/IKb3p5nbYy4 ... View in HD
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