[Tutorial] Full-Body Motion Capture for SFM with iPiSoft, Motion Builder, Maya and the Source SDK
9 replies, posted
[URL]http://www.youtube.com/playlist?list=PLD4409518E1F04270[/URL]
Bed now.
I was hoping that you would make one of these when I first saw your daily SFM tips videos.
You are god.
Does this work if you only have one kinect?
[QUOTE=Mr. Smartass;37102310]I was hoping that you would make one of these when I first saw your daily SFM tips videos.
You are god.
Does this work if you only have one kinect?[/QUOTE]
Yes, you'd just need to adjust the setup and calibration- with one Kinect you could also do Brekel. Although it doesn't do a great job with skeleton tracking, it's better than nothing.
Still cost more than 220€ for making your own animation at home.
That desperate me :'(
[QUOTE=Cyclometh;37102293][URL]http://www.youtube.com/playlist?list=PLD4409518E1F04270[/URL]
Bed now.[/QUOTE]
Wow, this is great. The work you're doing with all these tutorials is invaluable. You have my thanks.
Oh man, I could listen to your voice all day...
Luckily these videos are very long and that fulfills that request!
Thanks for tutorials, man.
Now all I need is a kinect.
[QUOTE=Cyclometh;37102330]Yes, you'd just need to adjust the setup and calibration- with one Kinect you could also do Brekel. Although it doesn't do a great job with skeleton tracking, it's better than nothing.[/QUOTE]
Brekel is unfortunately shit tier, but I'll check out IPIsoft. It appears to be the better alternative.
Nice work :P
You could use 3DS Max and just import the .bvh onto a CAT rig or BIPED rig and its all good to go
Kinect MSRP dropped to $109 for anyone looking to buy them
[url]http://majornelson.com/2012/08/22/kinect-price-drop/[/url]
I have two questions about this actually.
1) How can we rig Half-Life 2 characters and import the motions onto them? I am assuming this must be done manually (Never really messed with Maya before)
2) Is there a 3ds Max work around? I'm able to use a Biped rig, slap a BVH onto it, export as an SMD, recompile the model and then use it as a sequence. Obviously it'd be much easier to just import the animation directly into SFM rather than have to compile each time.
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