Archangel35757 Posted May 28, 2015 Posted May 28, 2015 Not sure if this is the correct forum... @@eezstreet, @@Xycaleth, @@DT85, @@minilogoguy18: I'm planning to buy two of these set-ups to capture my Krav Maga instructor (and me or someone else...) doing Krav Maga self-defense moves... we can use the resulting BVH/FBX motion capture data to create/transfer new hand-to-hand combat fighting animations, etc. onto the new skeleton. We could even create new saber moves if we wanted... the possibilities are limitless. https://neuronmocap.com/portfolio https://neuronmocap.com/portfolio/quickstart-guide-perception-neuron https://neuronmocap.com/portfolio/motion-capture-running-and-jumping Here are a couple of video demos of boxing and a Kung Fu move... https://neuronmocap.com/portfolio/boxing https://www.youtube.com/watch?v=bWsYPuZ1oV4 Thoughts?
Tempust85 Posted May 28, 2015 Posted May 28, 2015 See, this kind of thing would be great to redo the JKA anims on a better proportioned & better posed rig. Not to mention there are a few bugs in the animations like finger bones not animated correctly to hold a weapon. What I'd like most though is the basics mocapped so anyone can just retarget them onto any rig they want for any purpose. Could be used as a base for creating a soldier, gamorrean, etc animset. Archangel35757 likes this
Archangel35757 Posted May 28, 2015 Author Posted May 28, 2015 See, this kind of thing would be great to redo the JKA anims on a better proportioned & better posed rig. Not to mention there are a few bugs in the animations like finger bones not animated correctly to hold a weapon. What I'd like most though is the basics mocapped so anyone can just retarget them onto any rig they want for any purpose. Could be used as a base for creating a soldier, gamorrean, etc animset.But you can retarget the XSI/FBX animations onto any new rig. One of my plans is to write a Maxscript to save the imported XSI animations as an 3dsMax XAF animation file (and also save the bone retargeting mapping file)-- for retargeting purposes. We can fix the lack of hand animations as well @@DT85 - The Krav Maga mo-cap files will be perfect for elite soldiers/Jedi hand-to-hand combat! Some of the movements would even work when weilding a lightsaber (improvising the lightsaber bit in 3ds Max...) I'm going to contact them about adding extra IMU sensors for toe bone (ball-of-foot) rotations... their videos look like they only have a single foot sensor like JKA animations.
Tempust85 Posted May 29, 2015 Posted May 29, 2015 How exactly do you do re-targeting? I've tried, but it just resizes the target rig to match the source rig.
Archangel35757 Posted May 29, 2015 Author Posted May 29, 2015 How exactly do you do re-targeting? I've tried, but it just resizes the target rig to match the source rig.If the rigs are not identical then in the Edit Mapping dialog you have to "Derive Scale Between Chains". There are tutorials (see advanced tutorials in Max) for retargeting/mapping FK to FK and FK to IK using different sized rigs. Tempust85 likes this
Archangel35757 Posted May 29, 2015 Author Posted May 29, 2015 @@minilogoguy18 -- you should get one of these setups instead of a Cintiq. Here is a link to the products FAQ: https://neuronmocap.com/page/faq
Tempust85 Posted May 29, 2015 Posted May 29, 2015 So pricey though. Pretty sure the toes on the rig can bend against the floor without any input from the mocap suit, just need to set it up in the 3D package.
Archangel35757 Posted May 30, 2015 Author Posted May 30, 2015 So pricey though. Pretty sure the toes on the rig can bend against the floor without any input from the mocap suit, just need to set it up in the 3D package.Well, I have the money in my savings and I think it's a pretty good deal-- I just need to get some answers for a few questions I have. I've asked some questions on the neuronmocap.com forum... from watching some of the videos in their showcase, it appears that the single sensor they use for the foot uses the ball of the foot as the foot pivot point... so we should be able to write a Maxscript to rotate the JK toe bone back onto the ground plane. However I read on their forums that they are planning to add a toe bone in their default skeleton setup; but we can use their SDK to use our own skeleton...
Archangel35757 Posted June 2, 2015 Author Posted June 2, 2015 (edited) @@DT85 - Well I just went out on a limb and placed my order for (2x) of the 32 neuron alum academic packages. They should ship in the July/August time-frame... I hope they meet all expectations-- the Pro Software and SDK are not released yet.But hopefully soon we'll have Kyle Katarn going all "Jason Bourne" on some Grans and Troopers! Edit: Here is a picture of the skeleton from some of their documentation I just downloaded... Edited June 3, 2015 by Archangel35757
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now