An adventure in motion capture animation

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Serin019
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An adventure in motion capture animation

Postby Serin019 » Thu Jan 07, 2016 4:28 am

For the glorious purpose of being able to animate characters with motion capture for my Trek webseries thing.

https://www.youtube.com/watch?v=nk4tchR ... e=youtu.be

Ok, so this is my first attempt at capturing motion data. In fact its my first real attempt at animating a character, so please forgive the so very obvious derping of the eyes and the mismatching performance in places.

I used a software suite called Faceshift, albeit a slightly broken version because it can't be bought any more what with it being purchased by Apple in the middle of last year. Safe to say the only version available now is a cracked torrent that doesn't allow internal refining or saving in anything but .FBX format.
Capture device was a fun little devkit from Intel called a Realsense F200. Its a depth, video and infrared sensor that allows for all kinds of amusing things - including motion capture.
The way it was created was literally just me singing along with the track in front of the sensor whilst it sat upon one of my monitors.
There was no refining of the motion curves in MAYA for this - still something I'm learning how to do. Needs major work in that regard.

Might also be worth noting that this is the first time I've ever done anything vaguely successful in MAYA. Next up is learning how to apply PTEX textures to models after painting them in Mudbox. Should allow for proper blendshape creation and skin that looks something like skin.
Also need to get a steadyshot 'SnorriCam' camera vest to mount the sensor on so I can move about and actually perform a little instead of being anchored in front of a monitor.

To be continued....

kobayashimaru
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Re: An adventure in motion capture animation

Postby kobayashimaru » Thu Jan 07, 2016 3:36 pm

for a one person operation, one word is appropriate:
frakkin'-sweet...
(okay, two. This is awesome though).

Outstanding work! This shows much potential, and is a unique style its own.
You'll sort out some of the 'weird what the', which are minor (and frankly, unintentional blooper grade humor, ala "Live forever as you are now, with Alan Resnick")

I think Blender or Mohrico? will provide some ability to manipulate the .cap files etc.
beware! with blender, it will rotate everything, and flip it right to left - just something to bear in mind if errors translating happen hehehe.
There is also the 3DSMax and Daz3D Poser-Pro route...
(I dabble a little in 3D... :lol: very very little compared to folks such as yourself)

turning to the Mocap,
that will be awesome to see different gestures and that level of detail!
Apparently there are programs which read the image data from stills,
and can generate a boolean field from the still throughput... Ben Goertzel had some links to that stuff on the AGI pages (they are using that stuff to real-time read emotions and gestures, some of which is openware etc)
that could be another way alongside your own generated mocap to generate mo-cap for 'authentic' already known characters. (you could also literally point the camera at the screen, and some of them will read the faces etc just as well off the screen as real life)

If I've not said it prior,
'phluppin sweet'. :borg:

I'm looking forward to seeing some of the aliens for your mostly-alien crew;
especially if their physiology has translucent or iridescent qualities :D

martok2112
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Re: An adventure in motion capture animation

Postby martok2112 » Fri Jan 08, 2016 12:30 am

That was pretty darned cool. :)
Remember, you can't have gagh without "gag"! :D

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Serin019
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Re: An adventure in motion capture animation

Postby Serin019 » Fri Jan 08, 2016 2:57 am

kobayashimaru wrote: snip


Cheers!
sadly it looks like blender breaks the IK's when importing so I'm basically just going to have to put myself through a maya for dummies course. It was always coming... I just wanted to avoid it for as long as possible.
But thats ok, I sort of like how simple it was to set up the 2300 or so frames of that animation and render them.
As to DAZ - I swear that program is purpose built for porn :P I did see some cool TNG models in it the other day but it was all textures with no displacement maps or actual mesh detail.
On the other hand I found a great 3d sculpt of Picard the other day - think I might remesh it and go from there with him as I will be needing him for a scene. Another thing to learn.. remeshing characters into usable format.

I'll check out Mister Goertzel's stuff! Sounds interesting. Though at this stage I think I'll just be sticking with the blend shape workflow that faceshift uses. Makes things simple enough.

My andorian will certainly be first up though on this adventure.

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Re: An adventure in motion capture animation

Postby pengbuzz » Sat Jan 09, 2016 11:13 pm

I really like what you're doing with this, Serin019! It's light-years better than any of my attempts.

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Re: An adventure in motion capture animation

Postby Moongrim » Sat Jan 09, 2016 11:41 pm

A good first job. And light years ahead of anything I could or would be able to do.
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Re: An adventure in motion capture animation

Postby Drop_Bear » Sun Jan 10, 2016 12:55 am

Is it just me or does that character resemble a supermarionation version of Deanna Troi?

That was pretty impressive, Serin. I look forward to seeing what you can do when you have had more practice. The technology now available to the average person is... astounding.
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Serin019
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Re: An adventure in motion capture animation

Postby Serin019 » Sun Jan 10, 2016 3:01 am

Cheers guys!
Just for reference, the workflow here is literally just: Sit in front of sensor - sing along with track - export to maya - apply shaders - set up lights - render. Everything but the rendering took about 15 minutes once I worked out how to work maya's shader nodes. Rendering though did take about 3 hours on my 5960x...

Drop_Bear wrote:Is it just me or does that character resemble a supermarionation version of Deanna Troi?

That was pretty impressive, Serin. I look forward to seeing what you can do when you have had more practice. The technology now available to the average person is... astounding.



Hah! Just wait until I model a form fitting body suit....
Astounding it is! I'll be putting together a body capture rig in the spare room soon so it will be much more than just a floating head :P

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Re: An adventure in motion capture animation

Postby pengbuzz » Mon Jan 11, 2016 6:28 pm

Serin019 wrote:Cheers guys!
Just for reference, the workflow here is literally just: Sit in front of sensor - sing along with track - export to maya - apply shaders - set up lights - render. Everything but the rendering took about 15 minutes once I worked out how to work maya's shader nodes. Rendering though did take about 3 hours on my 5960x...

Drop_Bear wrote:Is it just me or does that character resemble a supermarionation version of Deanna Troi?

That was pretty impressive, Serin. I look forward to seeing what you can do when you have had more practice. The technology now available to the average person is... astounding.



Hah! Just wait until I model a form fitting body suit....
Astounding it is! I'll be putting together a body capture rig in the spare room soon so it will be much more than just a floating head :P


Reminds me of the sing-alongs where you "follow the bouncing ball" :lol:

Seriously though, some impressive work there. :)

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Re: An adventure in motion capture animation

Postby el gato » Mon Jan 11, 2016 7:18 pm

Yeah, that was impressive, especially since it's a very early attempt
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