maiogrid.blogg.se

Maya motion capture
Maya motion capture





maya motion capture maya motion capture

My interest was in capturing/recording events in real time in Unity and exporting it - not post-processing multiple channels of video for body tracking. The comparison with the iPiSoft system is very different - iPiSoft is not real time - if you watch the tutorial video in their gallery it requires very long processing times. I could have spent more time smoothing out the shakiness once in Maya, but did not spend that time for the example. Create A Real-Time Animation Pipeline With Our Motion Capture Tools And Stream Directly from Axis To Maya. The shakiness and errors are due to the kinect camera input and not really what I was focusing on. Once your captured motion is ready to go, it may be converted to a V-file.

maya motion capture

In this example, it is being used to record the input of all parts of a kinect-driven avatar. Exporting mocap data to Maya to drive a skeleton. The fps setting can be set to anything, for time lapse or as fast as the game is running - and play back at the matched speed. That means it could be used to record physics simulations, a game character controlled by a player, or recording demos that can be played back in-game. In addition, it can output those recordings for importing into Maya as motion files. The video shows a system that can record - in real time - the motion of any number of objects in a scene, and then it can play back from a list of multiple recordings like a non-linear editor. Maybe I should not have used the kinect as an input for this demonstration, but admittedly it was what inspired me to start the idea. However, I think the point of what I was showing may have been missed in part.







Maya motion capture