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How realistic are home motion capture systems?
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>>570801
realistic enough for home motion animation projects.
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Good enough for professional work. However you need good performers and you need to know what the hell you are actually going to do with the data once you have it. Motionbuilder is still king of the hill when it comes to working with mocap data. If you don't know how to get good results with motionbuilder, learn that first. Work on retargetting and processing the carnegie-mellon mocap library in motion builder, then get your own mocap hardware.
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Are they difficult to setup and learn to use? Do you need to know scripting or coding at all?
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>>570807
Yes, all mocap is difficult to setup and maintain. Understanding the math behind 3d animation will be a huge help as will the ability to use that understanding in code. While mocap hardware has gotten more affordable the knowledge on how to work with it is still an exclusive club.
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mocap looks horrible and uncanny. Just animate your shit
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>>570811
>mocap looks horrible and uncanny. Just animate your shit

It is a dream of mine to make a full length feature animated film and it just isn't possible to keyframe everything.
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>>570805
This is probably the best advice you could use in the thread OP. Utilizing precreated mocap and learning motion builder will give you a better understanding of how mocap works, and how to create a good final product. Home systems can easily work, you just have to know what you're actually doing.
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>>570801
Are there any mocap studios focusing on sex

I am in SEA and was thinking of setting something like this up. I know sex sells but would the mocap files actually sell? Because I guess my customer would be animators and modellers, not the people who actually spend money on porn
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>>570801
Only as good as your coffee-jacked, arch-backed, stiff-jointed, RSI-stricken body senpai.
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Is Cinema4D the most underrated software for 3D work? I hardly see people talking about it but it generally almost has no flaws
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>>570812
its going to be impossible for you to make a full length feature animated film regardless but eh
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>>570811
>>570812

you mocap for reference or do heavy touchups, straight capture looks like crap and nobody should do it
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>>570955

Hundreds of solo 3D film makers anon?

I finished a full length movie and a 36 episode series. That takes place before the movie.

Hand animated everything. I wish mocap was a thing when I started but its better than mocap can seem to do.

Too bad I didn't think about how to release and legally protect my project so its on the bench until I get that sorted out.
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>>571435
im cringing at the thought dealing with a feature length render budget on my own, unless you do realtime, reuse a shitload of assets and do a lot of procedural work i cant imagine it looking acceptable
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>>571435
>I didn't think about how to release and legally protect my project

unless you're gonna try to do the festival circuit just stick it on youtube / vimeo

obtaining actual distro is extremely stressful and difficult. there are a couple of services you can pay and theyll stick you on amazon video and hulu etc but they're very shady and i've heard nothing but bad things from the people whove tried them
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>>571437
to add to that I'm doing one 3 min video thats going to cost around 950$ to render
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>>570864
>almost has no flaws
That right there tells me you have no idea of the software.
There is no such thing as a flawless software not even almost.
C4d is a good tool is used for the right job, but for some jobs it fails and there are better ways.
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>>570812
what the fuck, of course it is. Lots of people do it
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>>571437
>>571438

Well My stuff is fully rendered. Paid voice actors already, everything that needed to be done is already set.

However. I was planning to sell as Blu-ray release through a website.

Outside of myself and the 17 voice actors. No one has seen this.

I had 100pcs linked together to do my own rendering. ( Yes ) it was not cheap. But I did what I wanted to do.

Outside of it existing online or buyable anywhere.
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>>571858
Do people even buy blu-ray/physical stuff anymore?

I helped a buddy do a FUCKING SHITHOUSE homocap (home motion capture) of Macbeth. He pushed it hard for distribution, but I kept telling him it was pointless unless it had cool shit like posters or bonuses in it.

Anyway, he was -$24,000 in the hole after four years.

And as a fencer/HEMA/now stage combat fag, HOW THE FUCK TO I CATCH SWORD MOTION!

Doing it at half speed causes the performance to suck, but going full speed (outside of using "speed blur" cheat) and I can't pick up our PVC pipes...
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>>571858
you're either lying or very ignorant
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>>571920
Go full speed, you are capturing performers not swords. The motion of the hand should be more than enough to get what you want. Ideally you want to be capturing at 120hz for combat motions.
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>>571943
sword handling is much more intricate than youd think
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>>571952
Yeah but you're probably still better off redoing the sword animation from reference footage
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>>571435
>I finished a full length movie and a 36 episode series.
On your own? How did you have time to get the assets, rig them, animate them, shade them and render them? That must be several hours of material. I made a short film that was about 2.5 minutes long and that shit took me almost two years.
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>>571943
>The motion of the hand should be more than enough to get what you want.
>>571983
>you're probably still better off redoing the sword animation from reference footage

That's what I'll probably do in future.

>Ideally you want to be capturing at 120hz for combat motions.

I'll keep that in mind. Thanks.

Also fuck rapier hilts.
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>>571858
post a clip so we can laugh at you.
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Perhaps you should look into xbox kinect camera and motionbuilder plugin for it. It worked pretty well when i was fooling around with it back in winXP days. I belive it only got better with years.




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