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When positioning and pointing PS Eyes at the capture volume, you should have a center point marked on the floor that can be seen in every cameras view port clearly, then point all cameras to this point with its view at approx. chest height, for most standard sized performers from 5'2" - 6' using a 1.20m - 1.80m variable off ground height for at least 3 cameras, then one high camera for feet tracking at 2 - 2.5m closer in pointing downward on the performer. (more cameras can be used to fill in any spots higher or lower that you wish, but each cam added will add to the tracking processing time.
Also what are the room dimensions you are setting up in? PS Eyes require a minimum area to get a reasonable working capture volume, or you will be stuck to very limited actions, raising cameras higher can increase the volume more, but you may loose tracking quality.
I found it best to set at least 3 cameras in triangulation at approx. chest height, triangulation doesn't need to be exact same spacing between each camera, but better if they can be placed in some kind of symmetry.
The other 3 can be set where you wish in between this triangle, but is better if you use 2 directly side viewing to better capture the depth of movements, forward and backward and have at least one cam very high pointing downward to better capture the feet and keep them more flat on the floor, or they will tend to want to twist the ankles weirdly during tracking more than without this high view. ( depending on ceiling height of the room, you could have a camera also directly pointing down on the performer, but this requires a minimum 10' or higher ceiling height to work optimally. (I personally use 2 side cameras at a 2.40m height, closer in to the center and pointed more just to capture the lower back and hips and feet in upright positioning, but also works better on full ground actions of the full body).
Five to six cameras is really all that is needed for single actor tracking, (I use Basic version, so maxed to 6 anyway), and keeping processing times reasonably well using a good GPU, but more cameras may be needed for multiple performers tracking, especially if actions are in close proximity of each other.
You will also get much better tracking results using tighter fitting clothing and deep saturated colors. (solid medium blues, greens, black and red are good choices)
Very bright lighting isn't needed, especially pointing right on the performer, in fact it is advantageous, you really just want consistent ambient lighting in the room, but enough so the cameras can pick up the colors closely in each camera, although each camera will see the colors a little differently, (if you have a light directly over the performance area, turn it off or disable the bulbs while recording for better results, this can cause a washed out color appearance and adverse shadowing on the video, PS Eyes are very touchy to this).
The use of a tight long sleeved shirt under a T-shirt can help if room isn't all a neutral color, but in my case I stopped using the long sleeve and it tracks the performers bare arms fine, with wearing black gloves and the use of Move controllers in the hands.
If you have the minimum room size fulfilled, with good lighting and the proper clothing, the program should take over with out much more effort and calibrate perfectly with a missed light marker detection of .15% or less and a a re-projection amount of less than 1.
There should be no reason to ever mess with manual camera adjustments in the Scene tab, you will just mess things up, the program will position the cameras in-scene where it sees it needs them to be, even if not at the exact height off the floor as your measurements, but when you view them in the Studio for tracking, they should line up the actor very close to the performer in every cams view throughout the video with the world cameras being positioned very close to where the scene cameras are on the video plane, a little off doesn't matter, but very close. (The closer you move to one camera and away from others will change the iPi actor to video appearance, but that's usually fine as long as you stay a minimum 2.5 - 3m away from any one camera).
If they aren't, you have something wrong or a bad camera, because all should fall right in place with very little effort, but be aware that some PS Eyes are not stiff on the mounting plate and can drift down without your knowledge throwing things off later, just be aware of this, or tape them in place more securely if need be.
You should try to start your recordings from the center point on the floor to colorize and refit your actor, (it's easier, but not required), you can move to wherever in the capture area you want after and just cut that portion in the ROI to start the action where you want and re-fit the actor again to that stance.
Once you get it set up and work through the learning curve more you can record and track some really good animations with less tracking errors and at much faster speeds, this of course also depends on the model of the GPU used, as iPi relies greatly on a good machine with a good GPU for better results and tracking speeds.
I only use 6 cameras to record very high energy motions and dances with very good quality tracking outcomes, (view some animations in the Videos Index), you will always have clean up, but should be far less and a more natural look and flow to your animations than most other pro-sumer mocap systems in its range, especially for an off the shelf camera system.
It may be a bit tedious to get to the "sweet spot", but once there you will find the outcomes much more appealing to you.
All users use the program for different aspects and have their own ways that they find best, but there are many tips and adjustments that can be used during the tracking phase to help make the process cleaner looking, or you can just do as some do, and make all corrections later in your 3D editor of choice, I use my own animations, so I try to get them as clean as I can inside iPi Studio before I export them, even if this takes a bit more time inside iPi Studio, as iPi does much, (not all), of the work automatically when used optimally. (My opinion)
Outcomes also depend greatly on the characters used and the quality of the weighting on each mesh, so there is no real one size fits all method, animations layers are your friend :)
Hope you get the PS Eyes set up working optimally, as it is a good system in my opinion, and I do what's stated above with great results, but your results may vary.
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