It does take time to learn how to make a good motion capture tho. The good thing is that it has the tools to make a good mocaps once the processing it done. It's just a program and does what it does fairly well. It all really is about you tho and how you do things. Some will be more, some less.Īs motion capture software goes, it's as good as any. I know some quote L$15,000 for a full perm mocap animation. ![]() I bought my copy to support other things that I do, not to be in the business of making animations so I don't produce animations for others. You can import an SL rig to export against but I always take into bvhacker to polish for the end anyway but as long as you use the software correctly, it can produce very clean data within the capabilities of what it sets out to do. If you have a poor GPU then expect up to 10 seconds video frame, I have an Nvidia GTX 560Ti and that takes between 0.3 to 0.6 seconds per frame. Processing and filtering is ultra dependent on your graphics card since all the processing is offloaded to the GPU. Where it might be, it's easy enough to reposition the actor or change the action slightly to deal with this. ![]() Limb rotations along the bone axis are reasonably well captured and with two kinects, occlusion is generally not an issue. It doesn't currently support head or hand tracking, that was supposed to be in the recently released v2 but has slipped but in v1 I never found that to be a big problem, simple enough to hand do those afterwards. If you don't have any Kinect cameras, you could ask in the ipi forums for someone to send you some depth data video and then you could play around with it. Since you can download a 30 day trial, that's the best solution really. Pretty well, no, depends, varies, I don't.
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