Hello
Have you any experience in capturing of fast runnning man in ARENA?
Problem:
When actor starts within capture volume he leaves it too fast and shows only acceleration in the area. When actor starts out of capture volume the system is late to catch the actor and no animation captures at all.
We think about running-track for fitness, but usage of this equipment don't allow us to capture turns in running (with correct inclination of body under inertia)
Maybe somebody has a solution?
Need your advise for RUN animation
Re: Need your advise for RUN animation
I've not tried doing runs with natural point systems yet. However, for the reasons you've already specified, I've done runs in the past by running through the volume. Therefore the ramp up and ramp down were outside the capture volume. That being said, I did it with a vicon system, 8 cameras, about 1k resolution each. The runs in particular did require some manual marker labeling in cleanup, as the system was having a bit of trouble on its own. It did work however. The data was completely usable after a little work.
I've heard it theorized that another way to go about it would be to set up your cameras as pairs on the sides of a long rectangle, and a camera with a long lense at either end. I'm a little skeptical of this approach. I think its trying to get too much out of too few cameras.
The treadmill solutions, as you say, have problems in that the center of gravity is wrong. However, it does have some benefits for game production. You can be assured of a particular type of run where the character is moving a constant speed making it easier to plant his feet to the ground in the game engine. As you say, you don't get the kind of stick and pivot turns that you would get in the real world. But your game engine may not be sophisticated enough to deal with matching up complex animations with regard to foot sticks to begin with. You may not need it. It all depends on what you are trying to do with the animation later on.
I've heard it theorized that another way to go about it would be to set up your cameras as pairs on the sides of a long rectangle, and a camera with a long lense at either end. I'm a little skeptical of this approach. I think its trying to get too much out of too few cameras.
The treadmill solutions, as you say, have problems in that the center of gravity is wrong. However, it does have some benefits for game production. You can be assured of a particular type of run where the character is moving a constant speed making it easier to plant his feet to the ground in the game engine. As you say, you don't get the kind of stick and pivot turns that you would get in the real world. But your game engine may not be sophisticated enough to deal with matching up complex animations with regard to foot sticks to begin with. You may not need it. It all depends on what you are trying to do with the animation later on.
Re: Need your advise for RUN animation
[quote=mil]When actor starts out of capture volume the system is late to catch the actor and no animation captures at all.
[/quote]
If possible, please send a copy of the above data in PT2 format along with the matching skeleton file (and ideally T pose data in PT2 as well) to support@naturalpoint.com . We will take a look and see if we can help.
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If possible, please send a copy of the above data in PT2 format along with the matching skeleton file (and ideally T pose data in PT2 as well) to support@naturalpoint.com . We will take a look and see if we can help.