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Tbones
04-29-2011, 10:02 PM
I did a search for ipisoft and kinect camera before posting this.

With IpiSoft you can capture full body mocap right on your desktop with one kinect camera!

Check out this awesome demonstration video! http://youtu.be/Ey3JN2hv_Q4

Be sure to check out the 30 Day FREE demo of this amazing and powerful software,

Here, iPiSoft Markerless Mocap for the Masses! (http://goo.gl/fJXSY)

JoeBananas
05-01-2011, 11:22 PM
I think your video needs to show more of the full product workflow be be useful, and really not sure about your music selection - what's Stalin got to do with mocap?

Tbones
05-01-2011, 11:48 PM
Hi and Thanks for the feedback..

I was trying to be creative by creating a contrast between old dark medevil times and todays technology.

Here is a nice workflow tutorial using kinect and ipisoft software.

http://bit.ly/lwNJ7Z

Let me know what you think.

Thanks and Cheers

iPiSoft Markerless Mocap for the Masses! (http://goo.gl/fJXSY)

Tbones
05-01-2011, 11:50 PM
And another quick run through.
http://www.youtube.com/watch?v=gmQkSV3QiLQ (http://www.youtube.com/watch?v=dM4csEsrX2g&feature=relmfu)

Cenda
05-02-2011, 08:36 AM
Interesting software, but really bad demos :banghead: Why you rotate cameras? We can not view result of capturing. Was it intention? ;)

cresshead
05-02-2011, 03:38 PM
Hi
what's the minimum/recommended specs for running this new software to capture the video and depth video from the kinect, for example can i run it connected to a laptop or does it require a beefy graphics card and fast hard drive?

found it!::

System Requirements
At a minimum, iPi Desktop Motion Capture software requires a system with the following:
CPU: x86 compatible (Intel Pentium 4 or higher, AMD Athlon or higher)
Operating system: Windows 7, Windows Vista, Windows XP
Video card: Direct3D 10-capable (SM 4.0) gaming-class graphics card (GeForce GTS 250 or Radeon HD 4850 or better recommended).

Tbones
05-02-2011, 05:44 PM
Hi Cenda,

Thanks for your feedback

I turn the camera so that you can see oz behind the curtain so to speak.

Yes it was intended to turn the camera, so that you can see how it captures.

Those were the results.

If you could be more specific, I can improve the demos...

iPiSoft Markerless Mocap for the Masses! (http://goo.gl/fJXSY)

Thanks again and Cheers

Tbones
05-02-2011, 05:56 PM
Product Requirements: Windows XP, Windows Vista or Windows 7; DirectX 10 (Shader Model 4.0)-compatible video card (NVIDIA GeForce GT250 or ATI Radeon HD 4850 or better recommended); Sony PlayStation 3 Eye cameras. or a Kinect camera...




CPU: x86 compatible (Intel Pentium 4 or higher, AMD Athlon or higher), dual- or quad- core is preferable
Operating system: Windows 7 (x86 or x64), Windows Vista (x86 or x64), Windows XP SP3 (x86 or x64)
Video card: Direct3D 10-capable (Shader Model 4.0) gaming-class graphics card (GeForce GTS 250 or Radeon HD 4850 or better recommended)
Microsoft Kinect Sensor (“Depth Sensor”) with separate power adapter
If you bought "XBox 360 + Kinect" bundle then you need to order power adapter (http://store.microsoft.com/microsoft/Kinect-Sensor-Power-Supply/product/9A4CFC08)
Heres a link to the requirement wiki for ipiSoft recorder

Quick Start Guide with MS Kinect Sensor - iPiSoft Wiki http://bit.ly/jaywNO (http://bit.ly/lnyHFf)

You can use a laptop/

There are 2 parts, theres the ipiSoft recorder. and the iPiSOft Studio that processes the tracking that the iPi Recorder records.. with the Kinect camera.

Thanks again for your questions and comments.

iPiSoft Markerless Mocap for the Masses! (http://goo.gl/fJXSY)

darthviper107
05-02-2011, 05:58 PM
Your software looks really good, but you should do better demonstration videos rather than filming off the computer screen with a shaky camera.

Tbones
05-02-2011, 06:09 PM
Hi Darth Viper,

I took those with my Android, I will try an improved version with a HD camera on a tripod today.

Thanks for your constructive criticism and feedback, it is very useful.

Thanks and Cheers

iPiSoft Markerless Mocap for the Masses! (http://goo.gl/fJXSY)

Cenda
05-02-2011, 06:39 PM
I think that 2 or 3 static cameras in same scene will best for demonstration also only skeleton.
Will it support also others "Kinect like" devices, for example Asus Wavi Xtion?
But great work, we was waiting for something like this :)

darthviper107
05-02-2011, 06:51 PM
Hi Darth Viper,

I took those with my Android, I will try an improved version with a HD camera on a tripod today.

Thanks for your constructive criticism and feedback, it is very useful.

Thanks and Cheers

iPiSoft Markerless Mocap for the Masses! (http://goo.gl/fJXSY)

I would recommend using something like Camtasia to record directly off the screen rather than trying to film with a camera. You could still do some shots showing the person moving around in front of the Kinect so people can see what type of setting that the Kinect motion capture was used.

Tbones
05-02-2011, 07:22 PM
Hi Darth,

I will try that,

Can you recommend Camtasia? or suggest something else that might work better.

Edit post: I just found CamStudio Free. This will work great.

Thanks and Cheer
(http://goo.gl/fJXSY)

Tbones
05-02-2011, 07:31 PM
Hi Cenda,

I assume you meant in the room? not the computer scene.

As the Mocap is all being captured with one Kinect camera.

iPiSoft Studio will work with multiple cameras, they suggest sony playstation eye camera,

However that requires quite a bit of calibration,.

With ipiSoft Kinect, it is literally plug and play mocap. Not realtime, the frames you capture with the kinect depth camera need to be processed in iPiSoft Studio.

I am getting about 2-4 seconds a frame processing power from my Dell Studio Xp 7100 on Windows 7, 4, gigs of ram and I have an ATI radeon HD 5450 graphics card.

Thanks for the feedback.

I think that 2 or 3 static cameras in same scene will best for demonstration also only skeleton.
Will it support also others "Kinect like" devices, for example Asus Wavi Xtion?
But great work, we was waiting for something like this :)

darthviper107
05-02-2011, 07:49 PM
Hi Darth,

I will try that,

Can you recommend Camtasia? or suggest something else that might work better.

Edit post: I just found CamStudio Free. This will work great.

Thanks and Cheer
(http://goo.gl/fJXSY)

I don't usually use screen capture software, but from what I've seen, most things like tutorials are done with Camtasia. It can get everything that's on the screen with pretty good performance.

Tbones
05-02-2011, 07:56 PM
Thanks Darth,

using CamStudio free.

Making new demos now.

More soon Thanks and Cheers

Tbones
05-02-2011, 08:55 PM
Before we create this more comprehensive tutorial,

What kind of motions would you like to see us demonstrate?

post edit: We are going to do some basic motions like rowing, Werewolf tranformations and of course the obligatory zombie type motions. Those are fun.

Thanks again for the feedback.

Cheers

Tbones
05-02-2011, 11:44 PM
Howdy folks,

I found a better HD setting on my android camera for shooting video.

http://www.youtube.com/watch?v=brFn09fY-Ak

So Ive made this little video to tide you over until my film crew gets here.

This movie explains how the kinect camera works a little more.

Thanks and Cheers

http://www.youtube.com/watch?v=brFn09fY-Ak

darthviper107
05-02-2011, 11:57 PM
Try some quick movements and see how it does with that.

Does it work with multiple people?

ultramedia
05-03-2011, 12:14 AM
Hi ipisoft,

Get in contact with a local martial arts academy, get one of their people to perform some routines for you.

cresshead
05-03-2011, 02:12 AM
would be good to see usual test stuff like basic warm up for motioncapture with arm out to side, above head, body twist and then bend forward to touch toes, then a star jump just to show full range of motion.

then the usual sitting, standing, cross arms, cross legs and walk on the spot, jog on the spot i know we only have 2mx2m capture area so that would be doable.

Tbones
05-03-2011, 02:26 AM
Ok Will do,
Thanks for your interest and suggestions.:beer:Cheers!

Try this demo of ipisoft markerless mocap for kinect for 30 days FREE! http://goo.gl/fJXSY

Tbones
05-03-2011, 03:14 AM
Hi Darth Viper,

Ok, We will try some good quick motions and those that test out range like Cena suggested..

There is not multiple camera support for the kinect version yet., but you may be able pull it off with 2 people.

We will try that soon also.

Try some quick movements and see how it does with that.

Does it work with multiple people?

Tbones
05-05-2011, 08:29 AM
Ok we are still working on the Tutorials movies, so heres another HD sneak Peek.:bowdown:

http://www.youtube.com/watch?v=RCb7NwvMbZ0

Let me know what you think, I need some more questions and feedback before making the professional and complete Tutorial videos.

Thanks and Cheers:wavey:

nildoe
05-06-2011, 08:26 AM
Hi

The video you made i gotta say its a bit confusing...especially because of all the moving around :), but i really liked what i saw in the last seconds when u have the character moving...but i couldn't see well enough, it'd be nice to see especially how the feet interact with the ground (how well they don't slide and all, which is common problem on mocap files.

plz when doing the tutorials try and show also the process of converting the motions to bvh that is compatible to max.

really looking fwd to having this software

Nildo

Tbones
05-06-2011, 09:03 AM
Hi Nildoe,

Thanks for your valuable feedback,

I am making new tutorials right now,

Your questions and concerns are greatly appreciated.

Look forward to more nice tutorials coming soon

In the meantime follow the videos back to the source to see more of my tutorials.

THe feet are tracking good, They made special button for it called Feet tracking which handles tha Quite well

Cheers

Hi

The video you made i gotta say its a bit confusing...especially because of all the moving around :), but i really liked what i saw in the last seconds when u have the character moving...but i couldn't see well enough, it'd be nice to see especially how the feet interact with the ground (how well they don't slide and all, which is common problem on mocap files.

plz when doing the tutorials try and show also the process of converting the motions to bvh that is compatible to max.

really looking fwd to having this software

Nildo

nildoe
05-06-2011, 09:20 AM
Awesome!! :)

will wait for the tutorials :)

Nildo

Tbones
05-09-2011, 03:52 AM
http://www.youtube.com/watch?v=eT2yT5b-ycY
(http://www.youtube.com/watch?v=eT2yT5b-ycY)
Now remember if you want to download this software or a demo of the motions I made for it.

Click here for the mocap animation software demo by iPiSoft ( Pronounced Eye Pie ).

http://tinyurl.com/iPiSoft

And the FREE BVH demo is at. http://tinyurl.com/20freebvhfiles

Thanks again and Cheers

eek
06-05-2011, 09:49 PM
Is there a reason why ipiSoft is returning data with XYZ as the channel order for rotations, and not ZXY as the Biovision format is natively?

Tbones
06-05-2011, 10:28 PM
I assume you tested the demo files I offered?

If so that is because of BVHacker and not iPISoft.

I used bvhacker to finalize the free BVH files I have given away.

Thanks and Cheers

eek
06-06-2011, 04:19 AM
I assume you tested the demo files I offered?

If so that is because of BVHacker and not iPISoft.

I used bvhacker to finalize the free BVH files I have given away.

Thanks and Cheers

I'll test again with some exported data straight from IpiSoft tomorrow. Should all BVH data coming out of the software whether its for biped, motionbuilder, etc have the native standard rotation order i.e ZXY?

eek
06-06-2011, 11:03 PM
I assume you tested the demo files I offered?

If so that is because of BVHacker and not iPISoft.

I used bvhacker to finalize the free BVH files I have given away.

Thanks and Cheers

Sorry, but native data coming from ipiSoft is using XYZ as the rotation order:


HIERARCHY
ROOT Hips
{
OFFSET 0.000000 0.000000 0.000000
CHANNELS 6 Xposition Yposition Zposition Xrotation Yrotation Zrotation
JOINT Chest
{
OFFSET 0.000000 9.133458 -5.613672
CHANNELS 3 Xrotation Yrotation Zrotation
JOINT Chest2
{
OFFSET 0.000000 11.882310 0.000001
CHANNELS 3 Xrotation Yrotation Zrotation
JOINT Chest3
{


I'll email ipiSoft directly on this.

cheers,

Tbones
06-06-2011, 11:29 PM
Hello,

Which order do you need the data to be?

I thought the channel order is irrelevant, That it only has to do with the global order listed at the top.

Also notice that my skeleton says hip while yours says hips. I know that would make a difference.

This is the order I have been using..

HIERARCHY
ROOT hip
{
OFFSET 0.000000 0.000000 0.000000
CHANNELS 6 Xposition Yposition Zposition Xrotation Zrotation Yrotation
JOINT abdomen
{
OFFSET 0.000000 3.402643 0.000000
CHANNELS 3 Xrotation Zrotation Yrotation
JOINT chest
{
OFFSET 0.000000 8.438565 -0.680529
CHANNELS 3 Xrotation Zrotation Yrotation
JOINT neck
{
OFFSET 0.000000 10.207942 -0.272212
CHANNELS 3 Xrotation Zrotation Yrotation
JOINT head
{
OFFSET 0.000000 3.130431 0.000000
CHANNELS 3 Xrotation Zrotation Yrotation
End Site
{
OFFSET 0.000000 3.130435 0.000000
}
}
}

Sorry, but native data coming from ipiSoft is using XYZ as the rotation order:


HIERARCHY
ROOT Hips
{
OFFSET 0.000000 0.000000 0.000000
CHANNELS 6 Xposition Yposition Zposition Xrotation Yrotation Zrotation
JOINT Chest
{
OFFSET 0.000000 9.133458 -5.613672
CHANNELS 3 Xrotation Yrotation Zrotation
JOINT Chest2
{
OFFSET 0.000000 11.882310 0.000001
CHANNELS 3 Xrotation Yrotation Zrotation
JOINT Chest3
{


I'll email ipiSoft directly on this.

cheers,

MichaelNikonov
06-06-2011, 11:37 PM
It is good to see our software discussed at CGSociety forum. Thanks everyone for your questions.

Try some quick movements and see how it does with that.

Please visit our gallery to see sample videos and download sample animations in various formats supported by the software.

http://www.ipisoft.com/gallery.php

Does it work with multiple people?

Not yet.

Is there a reason why ipiSoft is returning data with XYZ as the channel order for rotations, and not ZXY as the Biovision format is natively?

To the best of my knowledge, there is no such thing as an official BVH spec. Various applications export BVH in various rotation order flavors, including XYZ, ZYX and ZXY. MotionBuilder, 3D MAX and Maya like the XYZ order. Do you know of any apps that do not support the XYZ channel order on import?

eek
06-07-2011, 04:26 AM
Also notice that my skeleton says hip while yours says hips. I know that would make a difference.


Actually no, this does not make any difference at all - i've worked with BVH data that starts with the name 'root', 'lower back', 'spine', etc. All that matter is the joint type i.e "ROOT" and if its the start of the hierarchy as that will support 6 channels of data.



To the best of my knowledge, there is no such thing as an official BVH spec. Various applications export BVH in various rotation order flavors, including XYZ, ZYX and ZXY. MotionBuilder, 3D MAX and Maya like the XYZ order. Do you know of any apps that do not support the XYZ channel order on import?


Actually motionbuilder pushes the data out to ZXY from working with it, and most coupling methods i.e ASF > ASM use to build a bvh work the same way i've found.

Everything i've used thus far including, brekel, motionbuilder, max, maya etc spat the data out at ZXY - it may not be the official rule but from my experience its been a rule to stick to.

This is the Character Studio (CS) specifications of the BVH format and some addition links:
http://www.character-studio.net/bvh_file_specification.htm
http://tech-artists.org/wiki/BVH
http://www.cs.wisc.edu/graphics/Courses/cs-838-1999/Jeff/BVH.html

I dont actually care - i'm supporting any rotation order currently for both import and export - just found it strange to see data with "XYZ" - would be nice to allow for different orders on export possibly. I've not actually tried motionbuilder with data from ipiSoft - hmm ill test that.

I'd like to see the possibility to support 6 channels of data for joint information, and the ability to track markers/object etc e.g. picking up a weapon, throwing something from hand to hand etc. Motionbuilder supports this and its a simple checkbox to include translation data, in local or world space on exporting the BVH.

No wrist/head rotation is a problem at the minute even for hobbyists i'd think - if you could track additional objects you could at least 'fake' the rotation as a look-at controller in your content tool.

thanks,

MichaelNikonov
06-09-2011, 04:43 PM
Why BVH rotation order is relevant to animation export/import at all? We maintain compatibility with many popular third-party applications:

http://www.ipisoft.com/en/wiki/index.php?title=Animation_export_and_motion_transfer

I've yet to see an application that has any kind of problems related to BVH rotation order.

No wrist/head rotation is a problem at the minute even for hobbyists i'd think

These features are still in development. For now, our users keyframe hands and head in third-party animation apps like 3D MAX or Poser.

Tbones
06-19-2011, 10:11 PM
http://bit.ly/KINECT-iPiSoft is a more recent demonstration of iPi's Power.

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