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Ipi mocap studio how to set up ps3 eye
Ipi mocap studio how to set up ps3 eye





ipi mocap studio how to set up ps3 eye
  1. #IPI MOCAP STUDIO HOW TO SET UP PS3 EYE FULL#
  2. #IPI MOCAP STUDIO HOW TO SET UP PS3 EYE SOFTWARE#
  3. #IPI MOCAP STUDIO HOW TO SET UP PS3 EYE TRIAL#
  4. #IPI MOCAP STUDIO HOW TO SET UP PS3 EYE BLUETOOTH#

The director of a Star Wars fan film explains how to set up your own mocap studio. Found 7 results for Ipisoft Mocap Studio V2.

#IPI MOCAP STUDIO HOW TO SET UP PS3 EYE FULL#

  • #IPI MOCAP STUDIO 3 KEYGEN FULL VERSION#įull version downloads available, all hosted on high speed servers!ĭownload servers online: Oldd Iss Goldd Hindi Dubbed p.
  • #IPI MOCAP STUDIO HOW TO SET UP PS3 EYE TRIAL#

    The iPi Studio is not free but has a 30 day trial for the Basic version (up to 2 depth sensors/4 PS3 Eyes) The iPi Recorder is free and can be installed on multiple machines. contains all the different configuration option links. This page has all the information needed to set up with 2 Kinects which is what I used. On the page there is a section for Valve Source Filmmaker which is how to import DMX from iPi to SFM. There are currently 3 ways of doing this: Copied/pasted here:įirst, you need to import your character (or its skeleton) into iPi Mocap Studio, for motion transfer. You can import an animation DMX (in default pose) into iPi Mocap Studio.To create an animation DMX with default pose, you can add your character to your scene in Source Filmmaker and export DMX for corresponding animation node: Since it has a skeleton, it should be enough for motion transfer. click "+" -> "Create Animation Set for New Model".

    ipi mocap studio how to set up ps3 eye

  • export animation for your model, in ASCII DMX format.
  • There is a checkbox named Ascii in the top area of the export dialog.
  • Alternatively, you can just import an SMD file with your character into iPi Mocap Studio.
  • If you created a custom character in Maya, you should be able to export it in DMX model format.įor example, SMD files for all Team Fortress 2 characters can be found in your SDK in a location similar to the following (you need to have Source SDK installed): C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\modelsrc\player\pyro\parts\smd\pyro_model.smd).
  • (Please see Valve documentation on how to do this). Then you can import your model DMX into iPi Mocap Studio. Current version of iPi Mocap Studio cannot display character skin, but it should display the skeleton. Skeleton should be enough for motion transfer. To export animation in DMX, you should just use "General." export menu item in iPi Mocap Studio and choose DMX from the list of supported formats. You may also want to uncheck "Export T-pose in first frame" option on the "Export" tab in iPi Mocap Studio. Now you can import your animation into Source Filmmaker. There will be some warnings about missing channels for face bones but you can safely ignore them. In addition I watched a ton of tutorials as I attempted to use PS3 Eyes before I went to Kinects. Jimmer Lins has a 7-part tutorial on YouTube which you already have linked on the class page, was very helpful.

    ipi mocap studio how to set up ps3 eye

    (I think the DMX support was added to iPi after Jimmer did this tutorial). The iPi community tutorials are very useful also. You can also save a BVH and process/refine through Motionbuilder/Maya as you posted on the class webpage using pre-capture animations. I used this quite a bit to remove stuff from the animation. I also used PS Move controllers for hands. During the semester they added support for head tracking with an additional PS Move strapped to the head.

    #IPI MOCAP STUDIO HOW TO SET UP PS3 EYE SOFTWARE#

    Apparently the software will support up to 6 motion controllers (PS Move and I think Wii controllers also) but I am unsure if that is for one actor or for their in-development 2 actor mocap. I was unable to get a good calibration with 3 PS Eyes and I gave up after a week and moved on to the Kinects. If someone tries the Eyes I would suggest reading the docs on the iPi wiki thoroughly and through the community forums to see if they want to try it. I couldn’t get 4 PS Eyes to work on my laptop due to bandwidth issues.Įach Kinect requires its own USB controller and theoretically 2 PS Eyes can be run on a single controller however if your system takes up too much of the bandwidth on the controller you will have issues.

    #IPI MOCAP STUDIO HOW TO SET UP PS3 EYE BLUETOOTH#

    My laptop was siphoning 20% on one USB controller for the touchpad which I had to disable and then add a Bluetooth mouse to get my mouse off the USB bus. I had issues attempting to set up the Kinects near 180 degrees apart. I ended up in a configuration less than 90 degrees which for what I was doing was ok, but for turning motions it was not optimal.īecause the trial for the Studio was only 30 days I waited until the last possible day to activate to cover the rest of the semester. Ipi mocap 2 software#Īn additional month to learn and use the software would have been helpful. The Studio is rather expensive so I didn’t buy it. Would be nice for machinima students to get a 3 month trial maybe, if iPi was willing to offer that. The captured video files can be absolutely huge. When I changed from the PS Eyes to the Kinects I turned off the video feed and this reduced the size of the captured by a factor of 10. PS Eye or Kinect video capture files were about a GB a minute. With just depth sensor info from the Kinects a minute was about 100MB.







    Ipi mocap studio how to set up ps3 eye