Btw IPI soft team if you want to get in touch for collaborations feel free to mail me
ravidamitb@gmail.comthis is the RPG game i am making and using IPI for it now
https://www.instagram.com/the_cloud_tower/Greenlaw wrote:
Some suggestions:
If you have a motion controller, attach the controller to the hilt of your prop sword. This will record the rotation of the sword. Apply this motion to the character's hand that's holding the sword and then parent the sword to the hand. This should work assuming the character is keeping a firm grip on the sword.
If you're not using a prop sword, just hold the motion controller as the sword. You'll have to pantomime it for realize, that is, pretend it has greater weight and length than the controller.
I did a series of sword test years ago before motion controllers were an option. For those tests, I used a Nerf sword which is thin enough not to interfere with PS3 Eye capture, and is the right size to help with the performance. Of course, I had to pretend the weight. Since this was before motion controllers, I just parented the sword to the hand in the animation program and animated the wrist rotations manually. This is a little more work but it's really not that difficult.
(That sad, even with rotation capture devices, you'll probably need to make some adjustments anyway.)
For keyframing the hand and sword rotations, you can do this in iPi Mocap Studio but I think you'll find this easier to do in your animation program after the main re-targeting/correction part is done and exported from iPi. The reason being that your animation program may offer more options for rigging the sword to make it easier to animate.
Hope this helps.
(FYI, later on, I used the same Nerf sword as a stand-in prop for a guitar during a multi-Kinect capture and that worked out well too. In this situation, rotation was not captured. The prop was mainly for keeping my hands 'correctly' positioned. The guitar was then setup in my animation program to target the hand positions, so it was done kind of 'backwards'.)
Thank you! I ordered two pack of ver 2 ps move.
I'll try to attach one of them to the hilt while still manage to hold it (fake metallic katana)
vmaslov wrote:
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2) About keyframes, what is the best way to take advantage of them? when I reposition the hand and press "refit" it takes my error hand to the right place, why do I need to add a Keyframe?
Keyframes in Mocap Studio only contain finger rotations (no wrist rotation or position) - the part of skeleton which cannot be tracked neither with cameras nor with motion controllers. You may not use them at all preferring to handle fingers in your animation software. However, they can be useful to as a quick start for hand poses in the final animation because in Mocap Studio you have a video reference before your eyes.
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3) about the background, I got black thin cloths that stick to my shape. is it a good idea to throw whtie sheet on my stuff to make the room as white as possible?
It is good for a background to be distinct in colors from an actor. But there is no necessity in uniform color. If you use black for an actor then ensure you don't have black in the background.
Even more helpful may be adding colors to an actor clothing. Say, adding a T-shirt of a lighter color on top to help the program to distinct between arms and trunk.
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4) I have rtx2070. can I speed things up by adding another one? or it's better to switch it with 2080ti?
According to benchmarks RTX 2080ti is ~30% faster than RTX 2070 while being 2 times more expensive. Dual RTX 2070 is expected to track ~60% faster than a single one. So yes, it makes sense to use dual RTX2070 if you've got a Pro license which allows multiple GPUs. And I assume you do as you shoot with 8 cameras.
Please be aware that the above numbers are speculative as apparently we do not test our software with all possible GPU setups.
thank you !
you can see my test here (before asking this questions)
https://www.facebook.com/vaylor.strongm ... 502649588/