Legs with mocap requires a bit of cleanup since there's only 1 camera tracking movement, but I have workflows in place that can fix things quickly. In this test, I tried out mocap on a character with not-so-human legs.
Hello. I also like looking at illuminated screens as well as pressing buttons. We have a lot in common!
Age 41
Animator
Tanadrine Studios
Joined on 12/31/06
Posted by Tanadrine-Studios - December 31st, 2013
Legs with mocap requires a bit of cleanup since there's only 1 camera tracking movement, but I have workflows in place that can fix things quickly. In this test, I tried out mocap on a character with not-so-human legs.
happy new year dude!
Same to you! 2014 is going to be a year of big change.
VicariousE
Anything to beat the tedium of the walk cycle, eh? Would another camera work in that workspace?
Happy New Year man, you've really got a lot of achievements under your belt, and I wish you many more to come!
Tanadrine-Studios (Updated )
Happy new year to you!
At least with this system, mocap isn't really for moving the character around a large space like what walk cycles would do... but rather getting a large volume of believable character motions produced in a fraction of the time it'd take for me to hand-key it. Say I have two characters talking to eachother (but not directly interacting) and I want them using their body and hands as they discuss or do something... if I'm hand-keying all of that, at maximum I output about 60 seconds of animation per character a day (working at least 8 hours on it). With the benefit of this motion capture system, that increases to about 4-6 minutes a day... possibly more depending on various factors. The cool thing here is that I can mix in the motion capture and hand-keyed stuff pretty seamlessly... it is just a matter of integrating it all fully into my workflow and finishing all the tests that need to be done. It is going to be a very, very interesting new year with these new weapons of production, that's for sure.
Also, to answer your question, I'd need a larger room to use a second camera meaningfully. Microsoft never created a solver for utilzing a second kinect camera, so multi-kinect functionality can only work in a "post-processing" solution, which Nevron is not (it's a real-time solution). The LW devs have expressed great interest in the upcoming Kinect 2 and other possible options for expanding the kinds of cameras and whatnot, but those are bleeding edge developments.