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sciics
12-27-2006, 05:29 AM
Hi,

I was wondering if any one has got their hands on MOTOR. as in the demo on softimage.com for MOTOR th've used .bvh file. i need to know how stable is .c3D files as per my memory serves this is the first time we can actully import .c3d format (vicon) now as to what i hear there is a PPG that pops with 'Black Spheres' which is used for retargeting the MoCap data (in T pose) to the data from C3D.

Now. Is this procidure quicker that retarging in MotionBuilder, and does it have the ablity to work 'live' with the MoCap data? moreover is this Stable?

thanks,

JDex
12-27-2006, 03:52 PM
I'll issue a preliminary review in a week or so. We have a lot to test on this front.

onikaze
12-28-2006, 12:47 AM
Softimage hasn't really gone on about any new curve filtering functionality. Without which, general cleanup will be dfficult.
If it is just c3d import. then there is still quite a bit to do to get the data to a usable state.


no need to inititiate a commitee to discuss the outlook of the merits and procedures of the tests. :rolleyes:

I just tried to load 5 different c3d files following the motor help files and none of them came in correctly. the sources were from a phasepsace system and a vicon system. I tried loading the same files in motionbuilder and they did work.

sciics
12-28-2006, 05:25 AM
Ouch!! well thats not going to go down well with my clan. thank you so much for that info.

I havn't really got my hands on 6 yet. and was quite excited about this feature. Im sure there is a catch else it wouldn't have been implemented in 6 thought.

I use PTI's system for capture and export to c3d. it goes pretty well in Maya but its a hastle making bones out of nulls. with motionbuilder like i said it works live so i can view my cg character alongside the Actor (performer)..

I really have not made any point with this post but personally i would like to know what people say..

@jDex looking forward for those test you were talkin about... keep us posted!!...

onikaze
12-30-2006, 01:22 AM
A little more about the c3d support.

the files I used earlier were large and I thought I would be able to scrub through them to find a t-pose to set up the posemap that xsi needs. To make sure that we always had a good T-pose reference for the motion that was being recorded I got in the habit of having a the actor do a t-pose at every take. So if there was some marker drift take to take that was drastic enough to make a noticeable difference then I would be able to make a new actor map.
Now that I have gone back and made a c3d file that only has a few frames with nothing else but a t-pose in it the initial import works. I was able to import and make a pose map and save it out. One thing to note is that xsi asks you which axis is up. For motionbuilder file choose 'Z", even though in motionbuilder the "Y" axis is up. The markers look correct. However now that the pose map is in place when I try to import an actual animation file all I get is the markers and 'motor rig' in a pose that is the first frame of the imported file. So no motion yet, but it's closer.

sciics
01-05-2007, 07:06 AM
Finally i get my hands on 6 and the first thing i do is load up Mocap to rig from MOTOR...

Well in my cse it was X axis up. No biggy.. the markers came in not so good as compared to motionbuider. so i started rearranging the spheres as mentioned... by this time i figured something was wrong casue when i go scrubing the markers start to move around the viewport like particles or something, even thought this was just a "standard t pose" that the actor had give me. when i get to the playback part.... 'bummer'

"Ok lets try something else then"

Perhaps i will be better off working in MB.. even the mocap rig was just limited to fingers, Rig no facial and no quadraped... it would have been just fine if you could load the c3d data and envelope it to the charcater directly and with just some weight painting around a lil bit.

Long way to go Softimage.. but a start never the less.

sciics
01-15-2007, 06:16 AM
Finally some success... the C3d files imports well, the pose map works great... and the animtion that i bring also worked...

so i have passed on though somehow... lets see where the next bump lies....

onikaze
01-15-2007, 06:35 AM
did you happen to do anything differently to get it to work ? or did it just start to work after X number of attempts?

I haven't had a chance to play with it since my initial test.

sciics
01-16-2007, 08:13 AM
you dont have to tag the c3d rig, it is pre tagged. Here are the steps for c3d.


1) import c3d t-pose

2) fit the skel within you markers

3) save pose map, at this point it should auto load it and fill the pose map dialog box

4) import the c3d motion, and now the skel should follow the markers.

5) save motor file.

6) get your xsi rig and tag it.

7) and simply load the motor file onto the tagged XSI rig.



Also if you have motion library with the same set of markers, you can simply load the pose map and proceed from step 4. No need to do steps 1,2,3 if your tpose marker settings and the motion marker settings are the same.



Hope that helps, i`ve transferred the motion sucessfully onto an XSI biped.

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