For example I’ve seen Blender being used for mocap but like a video card needs a driver so does the mocap hardware. Motion Builder is the rock star of MoCap apps but depending on this that and the other thing getting kitted so to speak is a process of choices of hooking stuff up that does not always plays nice. A digital production forum would be nice as to technology convergence not necessarily related to games development. Out of the box, and for free, both the Genesis 3 male and female comes with the necessary foundation of rigging, cluster shaping, and morph targets necessary to hook up a 3rd party device driver or API as the starting point to get all of the hardware hooked up and working. More to the point the Genesis 3 framework. Most of the work and cost involved in performance capture is not in the technology but in the development of the digital actor that all of this stuff is connected to and for a long time digital people even to do simple things was rather expensive as compared to hardware costs. So yes you can do both at the same time if you wish as you only need to have a relationship constraint for whatever you wish to track but the real trick to it all is having an API or device driver that works with the host application. Once the data hits Maya it can be recorded for playback or even recorded in real time in UE4. So as an example, and according to their video diary, the data flow comes in from the capture device through their custom API or device driver that contains a matched relationship to their rig in Maya and then pushed into Unreal 4 for real time rendering. To be clear you do not capture facial morphs but rather tracking data that is feed into a device driver, or API, that wires up a relationship constraint between the output from the mocap device into the target or host application. Is it possible to capture at once both body movement and facial morphs, though they’re are in separate files (but synchronized)? You could do captures using Daz Studio, I’ll get to that in a moment, but the fidelity of the output is not there as it does not record on the tick so the output tends to look like 10 year old mocap. If you want to get serious then I would suggest that you save up to purchase Motion Builder as it was designed from the bottom up to be the host app for the purpose of motion capture and the fact that you can hand key is a bonus. Which do you think it’s the best in terms of intuitive, easy to manage,configure and calibrate? As an off the shelf, inexpensive solution, performance capture, as in capturing both body and facial tracking, is still has a way to go before it becomes available to the Joe average user as a complete package at an affordable price and being able to capture anything is just the starting point.
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