What does it run on? I guess it is a big GPU? I wonder if it could be done with down-looking cams in a VR headset (with lower quality) to track elbows and foots. Valve could also integrate cameras in their lighthouses, it wouldn't ruin them to add 5$ cameras in their 200$ boxes...
It currently runs in browser on most configurations- so it’s pretty lightweight. Would probably be fairly easy to run in VR too. You can test it out on our site: filmstorm.net/motiontrack/ you just need a free account to access it :)
It will currently try and project the trajectory to follow a logical path. If not it will lose tracking. We’re working on a solver which will preserve positioning even if it’s occluding.
Incredible, 6 full minutes of distinct walk cycles. Amazing creativity and acting.
Yes thanks to Kevin Parry for the great reference.
Tell your mocap actor he can use this in a portfolio, he did such a good job!
What does it run on? I guess it is a big GPU? I wonder if it could be done with down-looking cams in a VR headset (with lower quality) to track elbows and foots. Valve could also integrate cameras in their lighthouses, it wouldn't ruin them to add 5$ cameras in their 200$ boxes...
It currently runs in browser on most configurations- so it’s pretty lightweight. Would probably be fairly easy to run in VR too. You can test it out on our site: filmstorm.net/motiontrack/ you just need a free account to access it :)
where did you go?
Really cool to see Kevin Parry using your tech!
Thanks buddy!
What does it do with nodes it cant see like the right arm while swinging past his body?
It will currently try and project the trajectory to follow a logical path. If not it will lose tracking. We’re working on a solver which will preserve positioning even if it’s occluding.
THATS TOO GOOD
Any suggestionson the videos to watch to start coding a game? like to get into one using mocap? Thanks, man.
how do you do it?can you make a tutorial
Yes will do!
@@Filmstorm thanks mate