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Has anyone figured out an economic way to handle motion capture to use for
skeletal animation joint rotation vector specifications in different poses?
I presume, digital image processing with multiple digital cameras with optical
markers might still be the least expensive option?
So far, I have used pose pictures in Character animation books, drew some
pictures for myself, and from those picture eyeballed the joint rotation
vectors.
Given I have 23 joint rotation vectors, 10-15 of which get involved in most
gross poses I played with. The going had been extremely slow.
Thanks,
Meltem
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"melo" <meltemnarter [at] cox net> wrote in message
news:web.47b53aaa96bac4aa92254edf0@news.povray.org...
> Has anyone figured out an economic way to handle motion capture to use for
> skeletal animation joint rotation vector specifications in different
> poses?
>
> I presume, digital image processing with multiple digital cameras with
> optical
> markers might still be the least expensive option?
>
> So far, I have used pose pictures in Character animation books, drew some
> pictures for myself, and from those picture eyeballed the joint rotation
> vectors.
>
> Given I have 23 joint rotation vectors, 10-15 of which get involved in
> most
> gross poses I played with. The going had been extremely slow.
>
> Thanks,
> Meltem
This is a tricky question because the economics depend on what you have
access to and how much you're likely to get value out of it. If you're doing
movies, then it's economic to splash out on the most professional kit about.
If you're at college, you may be able to find someone close with some form
of solution that you could team up with.
I don't think there's a free way of doing it. Even image processing of
optical markers needs some software and I don't recall seeing any freeware
that does that sort of thing, though I haven't done a Google on that sort of
thing recently.
Most data capture techniques require that the data be cleaned up after data
capture. For example, a certain proportion of optical markers are likely to
be out of sight in each frame. So far as I know, even some of the more
sophisticated hardware can generate spikes that register an unrealistic
joint position from time to time, so you still need hours of work to create
a smooth sequence.
If you're talking about economies in terms of time, then I think you'd have
to be doing an awful lot of this to pay back the time it would take to
evaluate solutions, buy and learn how to use one, then work out how to get
the output into a format that you can use with POV-Ray.
On the other hand there are free BVH files out there that other people have
captured which contain thousands of poses (which cuts the problem in half).
There are also free tools for visualising pose data and potentially for
modifying it using wireframe characters that could cut the time to hand-pose
a model. You still have the problem of converting it into the format you
wish to use though.
Regards,
Chris B.
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"Chris B" <nomail [at] nomail com> wrote:
Thanks Chris.
Could you pls tell me what BVH files are?
Yes, "economics", the way I used in passsing was very ill-defined. As a
differently-abled adult, ex-engineer, who is trying very hard to teach herself
character animation. Who feels the progress had been painstaking
slow.
You are right, even digital image capture & processing would require investment
in hardware and software. The information I discovered on various ways to
accomplish this the state of technology was simply mind boggling. Then I found
myself researching 6D rotation sensors.
Thanks anyway...
> "melo" <meltemnarter [at] cox net> wrote in message
> news:web.47b53aaa96bac4aa92254edf0@news.povray.org...
> > Has anyone figured out an economic way to handle motion capture to use for
> > skeletal animation joint rotation vector specifications in different
> > poses?
> >
> > I presume, digital image processing with multiple digital cameras with
> > optical
> > markers might still be the least expensive option?
> >
> > So far, I have used pose pictures in Character animation books, drew some
> > pictures for myself, and from those picture eyeballed the joint rotation
> > vectors.
> >
> > Given I have 23 joint rotation vectors, 10-15 of which get involved in
> > most
> > gross poses I played with. The going had been extremely slow.
> >
> > Thanks,
> > Meltem
>
> This is a tricky question because the economics depend on what you have
> access to and how much you're likely to get value out of it. If you're doing
> movies, then it's economic to splash out on the most professional kit about.
> If you're at college, you may be able to find someone close with some form
> of solution that you could team up with.
>
> I don't think there's a free way of doing it. Even image processing of
> optical markers needs some software and I don't recall seeing any freeware
> that does that sort of thing, though I haven't done a Google on that sort of
> thing recently.
>
> Most data capture techniques require that the data be cleaned up after data
> capture. For example, a certain proportion of optical markers are likely to
> be out of sight in each frame. So far as I know, even some of the more
> sophisticated hardware can generate spikes that register an unrealistic
> joint position from time to time, so you still need hours of work to create
> a smooth sequence.
>
> If you're talking about economies in terms of time, then I think you'd have
> to be doing an awful lot of this to pay back the time it would take to
> evaluate solutions, buy and learn how to use one, then work out how to get
> the output into a format that you can use with POV-Ray.
>
> On the other hand there are free BVH files out there that other people have
> captured which contain thousands of poses (which cuts the problem in half).
> There are also free tools for visualising pose data and potentially for
> modifying it using wireframe characters that could cut the time to hand-pose
> a model. You still have the problem of converting it into the format you
> wish to use though.
>
> Regards,
> Chris B.
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"melo" <meltemnarter [at] cox net> wrote in message
news:web.47bd1332bbc54f08587ef5e20@news.povray.org...
> "Chris B" <nomail [at] nomail com> wrote:
>
> Thanks Chris.
>
> Could you pls tell me what BVH files are?
It's just one of the formats used for storing motion capture data. It's
actually a proprietary format but the format is human readable and
published. See:
http://www.cs.wisc.edu/graphics/Courses/cs-838-1999/Jeff/BVH.html
When I was doing this sort of thing there were quite a few free animation
files in BVH format available for download, including dancing animations and
kick boxing animations that folk had captured, so I wrote a little converter
to convert BVH pose files into the format I used for POV-Person.
>
> Yes, "economics", the way I used in passsing was very ill-defined. As a
> differently-abled adult, ex-engineer, who is trying very hard to teach
> herself
> character animation. Who feels the progress had been painstaking
> slow.
>
Well, it's a pretty advanced topic with lots of interesting aspects and
offshoots. It's possible to spend months just getting the animation of a
single joint looking realistic once you get into muscle deformations. How
long have you been working at it?
> You are right, even digital image capture & processing would require
> investment
> in hardware and software.
.. and time. There are so many different approaches and techniques, none of
which meet everyones requirements, so when you start digging into it it's
easy to spend a lot of time on it and quite hard to work out what's likely
to be a success.
> The information I discovered on various ways to
> accomplish this the state of technology was simply mind boggling. Then I
> found
> myself researching 6D rotation sensors.
Ah. Now you've caught me out. What the begeebees is a 6D rotation sensor?
Regards,
Chris B.
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Chris B escribió:
> Ah. Now you've caught me out. What the begeebees is a 6D rotation sensor?
>
I think it's the 3 dimensions of movement and the 3 dimensions of
rotation. x,y,z,pitch,yaw,roll = 6D
But that's just a guess.
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Nicolas Alvarez <nicolas.alvarez [at] gmail is the best com> wrote:
> Chris B escribió:
> > Ah. Now you've caught me out. What the begeebees is a 6D rotation sensor?
> >
>
> I think it's the 3 dimensions of movement and the 3 dimensions of
> rotation. x,y,z,pitch,yaw,roll = 6D
>
> But that's just a guess.
You guess really well, Nicolas. Yes, this is how they defined it, 3 dimensions
to characterize linear movement, 3 dimensions to characterize rotational
movement. For humans rotational sensors are enough if movement is to be
tracked in place, but if you want to allow your subjects the freedom of
movement you allow for linear motion tracking, for robotics all 6D is used in
the way body parts move.
Here is an interesting definition of Inertial Motion Tracking in 6D:
http://stinet.dtic.mil/oai/oai?&verb=getRecord&metadataPrefix=html&identifier=ADA474118
A cool example of what some cretive folks did with this technology
http://www.xsens.com/index.php?mainmenu=products&submenu=human_motion&subsubmenu=Moven
I even looked at their sensor kit to see if I can built the whole thing they
build using POV-RAY, so it will be available..
Here is a very good reference with links on the subject "Instrumented Analysis
of Human Movement"
http://www.brooklyn.liu.edu/bbut04/adamcenter/Instrumented%20Analysis%20Website/index.html
Beware once you start following the links you turn into a little kid in a candy
store. Oh WOW! Really, Really. Electromagnetics are cool. They are all
cool.
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