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๐Ÿงต mocap on a budget

Anonymous No. 959553

Is this board only for modeling or is animation discussion also allowed?

I've been researching mocap on a budget and this seems to be the sweet spot between "retarded rotoscoping scuffed motion capture from video" and "$200k mocap studio with 50 cameras".

Any other ideas?

Anonymous No. 960073

The xbox thing. Whatever its called. It can do mocap pretty well i hear.

Anonymous No. 960076

>>959553
>Is this board only for modeling or is animation discussion also allowed?
This board is about 3d computer graphics and the 3d computer graphic industry

Anonymous No. 960202

>>960073
don't believe it

Anonymous No. 960203

Why not simply rent a mocap studio by the hour?

That suit looks like a scam.
IMU chips are unsuitable for mocap afik because they accumulate drift.
I mean you could theoretically add external fixed position references as cameras to compensate for the drift but to to that reliably you need markers and that suit doesn't look like it has any.

Anonymous No. 960204

Also there's a FOSS solution that does the same thing: https://github.com/SlimeVR
Mainly used for vrchat nsfw activities but perhaps that's exactly what you're looking for OP?

Anonymous No. 960301

>>960202
I've heard a lot of people use the Kinect

Anonymous No. 960321

>>960203
>paying 2k for unlimited mocap data
VS
>paying $5-$25 for every second of mocap data in a studio

Anonymous No. 960355

>>959553
Based on what I've read from people who actually use mocap, it requires a lot of cleanup afterwards. Might as well just use video instead, like Deepmotion.

Anonymous No. 962567

>>960355
wonder what this cleanup entails and how difficult it is. I'm assuming a lot of it is related to weird jittery shit, but couldn't you just pick like 20 keyframes per second and interpolate between them?

Anonymous No. 962578

>>962567
The data is never accurate and all over the place.
Cleaning it up is a complete nightmare. The arms keep moving to god knows where, everytime you rotate your arm, so not only will it into the wrong direction, it will do so in randomly different directions.
Besides that, the upper body will always look floaty and weightless.
Walking is very strange, as if the feet are pulling the torso to a new location.
If you really want to buy it, go ahead.

Anonymous No. 962587

>>960301
maybe in like 2012

Anonymous No. 962592

>>962578
that does sound nightmarish. but idk if it would be more nightmarish than animating such things yourself from the ground up

Anonymous No. 962596

>>962592
setting quality keyframes is really easy and high quality if you use industry standard character animation software (Autodesk Maya with Animbot plugin).

If you use blender its going to be a nightmare, yes

Anonymous No. 963561

>>959553
Got the rokoko suit at work. It's useful for what it is. But 98% of the work is cleaning the mocap data.

Anonymous No. 963585

>>963561
>But 98% of the work is cleaning the mocap data.
but isn't this the case with all mocap, even the best?

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Anonymous No. 964001

>>959553
>Any other ideas?
A VR headset can also be used for mocap like in this clip. It uses vr trackers to record animation in real time, which allows it to be used for vtubing.

It's a low cost solution for simple animations and costs less than $2000 altogether ($1000 for VR equipment + $100 per tracker).

Anonymous No. 964011

>>964001
>vtubing
get out of here, degenerate