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PostPosted: Fri Mar 25, 2016 9:40 am 

Joined: Thu Sep 04, 2014 9:47 am
Posts: 897
Location: Florida USA
...

The pinning type feature will work on any single bone selected, but if you pin the shoulder lets say, you will have to go back to the first good frame again and then redo the hand positioning again.

It isn't an actual pinning like MoBu uses, where you can set percentages, it works as a prior frame positioning to maintain a single position to just pin the feet and hands really, so the rest of the bone chain IK still moves with the actual tracking, or it will look weird, understand?

You also used shoulders by arm position, using shoulders by video will give a more natural appearance to the tracking and easier to set a better global offset later.

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PostPosted: Fri Mar 25, 2016 12:11 pm 

Joined: Thu Sep 04, 2014 9:47 am
Posts: 897
Location: Florida USA
...

For the floor grid not coming in square to the scene, to make it easier to use the Move, Rotate and IK tools, you can turn the actor with the Move tool before refitting and hit the re-center Actor button in the Scene Tab, do this until you can use a line in the scene to make the grid more square to the scene.

You can also slide the Actor right or left to center the grid over your center point on the ground if you want, Actor moved left, moves the grid right, do this until the grid is more centered.

Makes IK positioning much easier when needed.

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PostPosted: Sat Mar 26, 2016 9:41 am 

Joined: Thu Sep 04, 2014 9:47 am
Posts: 897
Location: Florida USA
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I wanted to ask what your f/s and s/f processing speeds were with all boxes checked, shoulders by video, flex spine and head tracking on, using Hi Res setting?

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PostPosted: Thu Nov 17, 2016 2:12 am 

Joined: Sun Dec 13, 2015 4:44 am
Posts: 36
Location: Copenhagen
Hi Snapz, i totally missed this old post. What's f/s and s/f processing? It's been such long time since i played with the rockclimbing moves, that i don't recall what i did, and basically need to start more or less over again. Which is kind of a shame, since i actually managed to clean up the data pretty decent and make some prototype controller in UE4. But then i lost momentum and started experimenting with other stuff :(


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PostPosted: Thu Nov 17, 2016 8:00 am 

Joined: Thu Sep 04, 2014 9:47 am
Posts: 897
Location: Florida USA
...

That's ok, we all get side tracked at times.

That post doesn't really apply much anymore since the release of the new update algorithm, but f/s=frames per second.. s/f=seconds per frame.

I noticed your post about the Perception Neuron to combine with iPi, so I will toss my opinion in on that, I don't see perception neuron as a viable system as it stands now, I have been following it and the product itself seems poorly developed and poorly designed and manufactured, with very minimal developmental support.

It may work better for VR applications, which is what I really think they were shooting for it to be more widely used, but for full body mocap and transfer to characters, it shows it has a lot to be desired and not as easy to set up or use as they promoted, as shown in their forum posts from actual users.

IMU technology isn't new, so their software design has a lot left to be desired also, but I guess if you want a lower cost IMU alternative, they are trying with the release of the Axis Pro editor and may get better in a few more years, if they just don't fold up, or sell the technology, but right now I personally wouldn't expend the money for their system. (just MY personal opinion).

Good Luck with your efforts moving forward.

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PostPosted: Thu Nov 17, 2016 10:16 am 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2423
Location: Los Angeles
Yes, that's the impression I get with some of the low-cost inertial suits on the market. I've seen some good results but they're really not that easy to set up for recording accurate capture data. And a key issue with the tech remains the 'floaty' positional tracking already described.

That said, I am curious to learn if the two technologies can be combined since Mocap Studio can be pretty accurate when it comes to position data. The Move controllers don't record positional data either, and it seems to me that the inertial tech is essentially like having Move controllers all over your body. All it really needs (my guess,) is actual 3D positional data like iPi already provides using data from PS3 Eye or Kinect sensors.

For me, this is all academic though. At this stage, I'm more or less committed to iPi Mocap Studio, dual Kinect One and PS Move controllers for my films, and I doubt I'll picking up an inertial suit in the foreseeable future.

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PostPosted: Thu Nov 17, 2016 10:52 am 

Joined: Thu Sep 04, 2014 9:47 am
Posts: 897
Location: Florida USA
...

I forget the cost they charge just for the gloves, but I don't know either that they have a single IMU hand, but I see you can buy individual sensors, but without their HUB and software, to use them iPi would have to write their own code, as the code now is dependent on the PS Move.

There are many single IMU with Bluetooth capability on the market now, but the price is just way to expensive for what they are to me, and again, iPi would still have to write a code to handle a certain brand and not be able to support all, so their choice for the Moves was a sensible one.

Based on a post here years back:

I just tore down one of my older PS Moves and found to have the minimum capability, meaning I removed the light, the vibrator, any real access to the Start button, (although there could be a simple fix to re-access the Start button micro switch if wanted), some do like that for use as starting new takes when away from the computer, I don't really use it though.

All I have now is the board with the USB connectors and the battery which can be re-charged with the USB and the round rubber grommet over the PS button to turn them on and off and press for calibration purposes and wrapped the whole thing up together with electrical tape for now, leaving the LED red light visible.

It still paired and calibrated as normal, it is just now a lot less bulky and I am still working on attaching it to the top of the gloves I use, or if I need a better set of gloves I will get them, I just like the light weight nylon ones I have now, but that's easy, I just haven't got to that yet.

I haven't made a full recording with it yet either, I did test them inside the recorder with a few cams plugged in though, and with the way iPi is set up to rotate the Move on screen in the Studio to match it's position in the actors hand, it should be fine in recording and applying their data correctly, since it's really only rotational data that's used.

The bulk is the worst part is having to hold the Moves, or affix them securely to the top of the hand for prop holding use, so I am deleting all that extra bulk and extending the battery wires to be able to mount them above the wrist with a velcro strap, the battery uses a plug on the board, so feeding the wires through a piece of wire shrink wrap to prevent damaging those small wires, it will be fine.

I will post again once I get a full recorded and processed project with the results.

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PostPosted: Thu Nov 17, 2016 12:02 pm 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2423
Location: Los Angeles
In case anybody wants to mount PS Moves to gloves without breaking the case:

At one point I had my Moves mounted on the back of workout gloves. To make this work effectively I had to add a rigid foam riser to keep the device from hitting the top of my forearm when I bent my wrist. A block about an inch to two inches should work. Both were fixed in place using heavy duty velcro, but I also had a velcro strap wrapped around the palm to hold the riser in place.

It worked okay, I had full mobility of the wrists with free hands, but I gave it up after a few successful runs because I liked using the buttons to start and stop Recorder, and it was just easier to hold the device and operate it with the same hand. Besides, unless you need to physically hold stuff, it's really not necessary--and if you're hold the prop the whole time, you can just attach the controller to the prop itself.

Here's an old thread on the topic of gloves where another user 'slimmed' a Move controller to the essentials and attached it to workout gloves. Unfortunately, the pics are no longer visible:

viewtopic.php?f=3&t=6836&hilit=glove+ps+move

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Artist/Partner - Little Green Dog | My Demo Reels (2013,) (2015,) (2017,) and (2019)
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Last edited by Greenlaw on Thu Nov 17, 2016 12:50 pm, edited 1 time in total.

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PostPosted: Thu Nov 17, 2016 12:37 pm 

Joined: Thu Sep 04, 2014 9:47 am
Posts: 897
Location: Florida USA
...

This was just for info. if anybody wanted to know what parts are essential, other parts are just cosmetic, for me anyway, and bulky in casing, but as I said, the Start button can be easily designed for access and use, I just don't need it.

I have people doing floor touch and ground actions and it is hard to do with Moves in palms and even on top of hands, I have used them that way also, I am just looking for a more sleek, lighter mounting, I wish I could shorten the board, but that is impossible.

Yeah, the post before never finished his project I guess, but same idea, I only want to use lighter material gloves, thinking all I need is some black velco on gloves and board, or some black elastic, or velcro straps sewn to the glove to slip the board through, the board weighs close to nothing and with battery run to a strap on wrist, it should work out just the way I want.

If you don't use gloves, this wouldn't be optimal to do anyway.

I don't use a Move for the head, but for Kinect users, this may make that much easier to attach and much lighter.

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PostPosted: Thu Nov 17, 2016 1:20 pm 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2423
Location: Los Angeles
This is info for other users who wish to use a head rig with PS Move. Mine is mounted on a $6 hard hat using a small padded riser and heavy duty Velcro. The tricky part was finding a secure but comfortable strap for the helmet that allowed me to open my jaw. When I finally found one, it cost as much as the helmet. Still, not a bad deal.

The helmet is very steady and I've been using it successfully for about 3 1/2 years now. Here are two short articles I wrote about it featuring pics:

http://littlegreendog.com/?s=mocap+helmet

The original version with the bike helmet worked well too but I needed to use it as a bike helmet. :P

Recently, I noticed that the strap on the hard hat is starting to wear out so I'm thinking of upgrading to a sports head gear. Here's what I'm looking at now:

Attachment:
headGear.jpg
headGear.jpg [ 18.43 KiB | Viewed 34826 times ]


They go for around $15 to $20. At first I thought the 'shininess' might be an issue but maybe not since the motion is actually recorded by the Move controller. I'll post a new article once I do something with this.

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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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