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Fordítási probléma jelentése
Then you have to 'calibrate' them which is a real trial and error pain in the ass. It really is hit or miss. And then you cannot see if your capture was successful until it has been 'solved' off line. It is not realtime. There is far too much setting up and waiting around for results and starting again.
We only actually needed a few specific captures and we bought them from a bespoke service. We also discovered there are literally thousands of free mocap libraries all over the net. Thousands of walk, run, fight, dance and ambience captures - all free of charge and ready to use from the go.
PSeye tracking is much more accurate than Kinect, and the tracking is a LOT and I mean A LOT more accurate than a year ago.
What does this mean? You can not use a USB hub? You need 6 free USB ports on your computer?
For hand tracking I found it easy to create a couple different hand poses and dynamically switch between them in code.
As for using other animations, it's missing the entire point of home mo-capping, creating unique animations! Sure if you want generic animations for a game go for it, but if you are a designer who cares about all areas of your visual design you can't just phone in stock animation!
You need to buy a usb repeater cable to get any meaningful distance from your rig to create a capture area. No you can not use a usb hub(...maybe a usb 3.0 hub, do they make those yet??) Each camera requires a large amount of banwidth on usb 2.0. If you have some usb 3.0 ports you should be fine putting most of your cameras on those ports and one or two on your basic usb 2.0's.
And a USB repeater cable is a simple extension cable with male on one and and female on the other, right?
It's not about USB ports, but about USB controllers. With PS Eye, it's recommended to have at most 2 cameras per single USB controller. With depth sensors, at most 1 sensor per controller. You can easily add more USB controllers to a desktop PC via PCI/PCIe extention cards.
USB repeater cable is more than simple extension. On female end, it has a small box, that streghtens the signal. Like this one[www.amazon.com]
All space requirements are listed on our website[ipisoft.com]. For home usage, the dual Kinect configuration is better suited, as it does not require much space. Also, the calibration process is very simple for dual Kinects, it takes about 10 minutes.
The accuracy is about the same comparing 2 Kinects and 4 PS Eyes. However, due to sensor limitations, the capture area is much less than with PS Eyes. And PS Eyes are better at feet and head tracking, as well as for quick motions (60fps vs 30fps).
Calibration for PS Eyes is a bit trickier and longer. However, it is not of a much trouble when got used to it. Of course, it's convenient to have a sort of permanent setup with PS Eyes, fixing them to the walls or ceiling, so you do not need to do calibration very often.
Any mocap software using kinect/a camera is not going to capture fingers.
Fingers are far too small for things like the kinect to be able to pick up with any sort of accuracy. In order to get fingers you're going to need to ping pong ball suit up.
Also in response to the actual topic: Any mocap software that advertises to the average consumer who is not a professional artist and wants you to use kinect is NOT going to be professional at all. This is for 16 year old boys to ♥♥♥♥ around with before they move on to real mocap software and a career.
I would sooner use Blender.
When trying, feel free to ask any questions here, or direct to our tech support email[ipisoft.com].
I am glad to hear that pre-recorded animations work so well for you.
By the way, can we have a look at demo or trailer of your game? Just curious.
It is not a game. It is a short movie and currently stuck in a development hole due to college work commitments and other curve balls that life throws at one. When the sun starts shining in the UK again, we will carry on were we left off. Thank you for your interest too.