Since Motive has no markerset to track hands/arms only, I've tried the "baseline + hinged toe + finger" set. It works fine in Motive, but not in Unity. I can easily track 5 rigid bodys with 10 markers each, but as soon as I try to animate "Ethan(Unity sample character), using this marker set, I get latencys of like 5 - 10s. Sometimes it even mistakes my rigid bodys for sekeleton parts and whirls them around (which never happens with rbs only, no matter how many rbs I use). Even if I don't stream anything but this 49 marker sekeleton, Unity slow down and crashes eventually.
I've been following the OptiTrack Unity Plugin Manual (http://wiki.optitrack.com/index.php?tit ... ity_Plugin) strickly. Also note that I have 4 cams looking in a 45° angle to the center (like it's supposed to be), while 4 look in a 90° angle so I can throw my objects like 2 meters in the air. Since my body blocks vision too, I only have about 3 cams seeing a marker constantly (but still, it works fine in motive so it must be a streaming issue).
- Is this a known issue?
- Could connecting both pc via LAN solve this issue?
- Is there any other/better way to do this if I only need my hands tracked and animated?
- Are 8 cameras even enough to track a persons skeleton with several objects in a 6m³ room?