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Ipi mocap studio how to set up ps3 eye
Ipi mocap studio how to set up ps3 eye













ipi mocap studio how to set up ps3 eye

Two 3-meter-tall light stands instead of tripods for 2 cameras to get them higher $30 each.Standard Edition iPi Desktop Motion Capture software for $995.We use a quad core Intel i5 with a nVidia 480 GTX, and it works fine with a six PS Eye camera setup as long as you have three separate USB2 controllers each that can take two USB2 PS Eye cameras plugged in at full performance. The results worked seamlessly in game, and we decided to upgrade to the standard package and get a six-camera 360 degree studio setup to improve capture quality and get more range of motion. Recently, we moved this step to our own internal export and retain the root motion to move our physics representation in game instead. For movement-less actions, delete X and Z root key frames.Clip the animation to the intended boundaries. Some manual work here required to get the right cycle working. For cyclic animations, use the Mixer / Motion Flow to create a cyclic transition to the same animation.Also, accent the animation with a layer for any specific styles, fix-ups, or exaggerations, and to match the video capture motions more accurately if needed.Fix up hands to work with intended props either manually, or using a layer.Add a layer animation for head tracking, matching captured video.Manually delete keys around foot plants and set plant keys instead lock the feet to the ground/.Set the timeline to intended animation frequency we use 60 frames per second.After applying the motion on our rigs, thus getting re-targeted, basic fix-up was required to get working well in game. Once we had the motions tracked well, we applied jitter removal to smooth them out, and exported them into 3DS Max. IPi Studio Calibration and Kick Test Result 3DS Max Work After hitting many walls, we finally stumbled upon iPi Desktop Motion Capture software.Īfter downloading the free version, we setup a trial run and purchased the following: Another option was to record our own motions using other studios, but the cost was too high. We wanted to have the flexibility of authoring our own unique motions and were not happy with the quality of using motion databases. So, we looked into motion capture to help generate the base foundation of our animations. I watched a bunch of character key frame animation video tutorials, and found out quickly that manually authoring human motion is a lot of work. We needed to author around 70 animation sequences for 4 characters without an animator.















Ipi mocap studio how to set up ps3 eye