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Pharrell
Joined: 18 Mar 2011 Posts: 1 Location: USA
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Posted: Mon Aug 18, 2014 6:21 am Post subject: Motion Capture for Avatars,Actions |
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Hi guys!
I've been creating for not too long now and I've decided I want to expand into Motion Capture.
Now, I have some of the equipment from previous escapades.
But I'm wondering what software and/or fundamentals will be 100% necessary for me.
Even if certain softwares aren't necessary/fundamental, I'd still like to know about it if it'd be helpful to a beginner like me.
Thanks. |
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Anarch
Joined: 24 Dec 2005 Posts: 1412 Location: Cyprus
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Posted: Mon Aug 18, 2014 6:47 am Post subject: |
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Wow, well, you'll likely need to code a program yourself that translates the different movements into a .xaf file, first by corresponding the bones in IMVU's skeleton with the actual moving sensors on the different body parts. It should be a huge project!
[Moved to correct forum-Thanks-DarkAngel5 Forum Moderator] _________________
Custom heads. |
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Evilcurium
Joined: 24 Nov 2010 Posts: 312 Location: Italy
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Posted: Mon Aug 18, 2014 1:05 pm Post subject: |
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So basically two steps.
1. Recorder software (this depends your hardware).
2. 3DS max - How to use MoCap data with bipeds
(for fixin step 1 and exporting). |
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Maticb
Joined: 30 Aug 2006 Posts: 2047 Location: Slovenia
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Posted: Mon Aug 18, 2014 2:22 pm Post subject: |
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You can do pretty good and realitevly cheap MoCap with the Kinect, but the software comes at around 300$, thats why I said relatively, it was way to much for me personally. So the Kinect is around 100$ I believe. You simply plug it into your PC so nothing else needed there. That would probably be the simplest you can go.
I did some research and had some trial software not long ago, but I never got my hands on kinect so I never tried it. For me I tried getting it into blender and there was a plugin that was feeding live data from the kinect camera to a skeleton. I am quite sure there would be something similar for all other major 3D software including 3DSmax.
So as for the more "technical" part, I think it would be fastest and easiest to add this skeleton (the skeleton "read" by kinect is much simpler and contains no hand and feet-obviously-it isnt clear enough of an image in the first place) to the more complex IMVU skeleton. I don't know how to do this in Max, basically like moving the IMVU skeleton that moves the imvu body mesh with your skeleton. anything else would be far to complex I believe. _________________ Why so serious? |
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Jamo
Joined: 20 Apr 2007 Posts: 15677 Location: United Kingdom
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Posted: Mon Aug 18, 2014 5:07 pm Post subject: |
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Maticb wrote: | You can do pretty good and realitevly cheap MoCap with the Kinect, but the software comes at around 300$, thats why I said relatively, it was way to much for me personally. So the Kinect is around 100$ I believe. You simply plug it into your PC so nothing else needed there. That would probably be the simplest you can go. |
Worth looking at the skeleton tracking stuff in the dev kit... they provide some pretty solid examples of how to do skeleton tracking... If you can tidy things up in notepad im fairly sure you could get it to work for imvu with very little coding adjustments.
Though the skeleton kinect uses has fewer bones than that of imvu.
Hm, tempted to try now, done quite a bit of programming for the kinect anyway. _________________
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