Sixx Learns Mocap

Sixx

Proton
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As part of my Games Design degree I've been getting involved with Mocap and character animations. Thought it'd be interesting to share my experience here.

First day, 9AM, show up to a room with myself and two other students in it. This was an opportunity to get our animations done early with a contemporary dancer as our actor as opposed to someone else from our course, but it was a 9AM on a Monday, so I guess everyone else just valued their lie-in.

First thing we needed to do was set up the mocap suit and the facility using light reflective markers we had out on loan. We had to follow a strict set up guideline (part of which I've 'acquired' from my Uni site and you can find below) and set everything up as instructed. Took a couple hours to calibrate everything and ensure the markers were hooked up to the program, Vicon Blade.
Jhyrr9b.png

I explained to the actor (Mattie was her name, French woman, very friendly) that I was looking for a sophisticated sort of walk. Arms out, chest out, slow walk. She recreated what she thought the movement was supposed to look like and I was satisfied, we did some more takes, but for now I'm just gonna go through it part by part.

iQIjSJV.png

Post capture day, back at my PC, we compiled a database with all of our recordings from the day, which I import into Vicon Blade and select the walk cycle. After pressing the reconstruction button, the markers appear and I'm able to scrub the timeline to check the markers check out. All good.
7UHSEd9.png


Next I label the markers one by one, there is an "automatic" way to do it but as part of the course we learn to do it manually. It's a pain and takes hours.
QRI3Hf3.png


After labelling, I scrub the timeline and- oh no! Some of the markers disappear from time to time. If I were to export this into Motion Builder it'd have some unintended hilarious results, but I won't because it's boring enough as it is.
tgHrblr.gif

Now, how to fix this?

Opening a separate window reveals the data health, as well as the respective X, Y, Z graphs for trajectory movement across all markers. We can see there's clear gaps in the data health.
IEzGVgN.png

To start on fixing these, I need to find "bad keys" and cut them from the movements. Doing this is a very simple process; I select all the nodes, find the bad keys, remove them. (There's lots.)
In order to fill gaps, I can use one of three methods which have very similar results but go about them different ways; I can use interpolation which interprets the movement of surrounding keys, or I can set every bone to be "rigid", or I can set constraints (this one is tough to do). Interpolation is the easiest and quickest to do, so I'll go with that.

u1Iu0vO.gif

Lovely. Time to solve.

Going into the solving tab, from here I can create a "solving setup" with which I can define a bone structure for the animation. This is helped tremendously by the fact my labels are accurate.
mXXvm4h.png


Once the solving process is done, I can see a bone structure within the labels. This will make porting it over to Motion Builder as an FBX file much much easier.
NEndoLN.png


Once exported, I put it into Motion Builder and scrub the timeline. Animation successfully ported. Time to rig it.
UYTlHxn.png

This process is also fairly easy, so I won't screenshot anything, but it's essentially a case of "characterising" the bones defined by the solving process done earlier. Once this is done, the bones can be manipulated individually, allowing for animations to be put onto them, or allowing the animation to be put onto other meshes, which is what I'm doing.

S5dcvoY.gif

(The bones are sticking out due to the size of the model not matching the skeleton; this can be fixed just by downsizing the skeleton.)

Once this is done, I can export it and slap it into a program like Unity to test it out as an engine-ready asset.
ykP2vvN.gif


All good. Obviously the model doesn't really fit the animation, but this is just a test.
I'll likely post more stuff like this as the year progresses and I become more learned in different aspects of video games. Hope you enjoyed!
 

Postino

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This is a beautiful post!

Like, seriously.

I love reading about game dev and game design. Your post was really detailed and I seriously am looking forward to more posts like this.

By the way, what are you exactly being teached in game design? Are you able to choose which engines to learn? Or is it more of a general, universal approach to every engine available today?
 
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Saggy

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By the way, what are you exactly being teached in game design? Are you able to choose which engines to learn? Or is it more of a general, universal approach to every engine available today?
I can tell you he now knows how to make an installer for the content on a gmod roleplay server

beat that nebulous
 

Sixx

Proton
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By the way, what are you exactly being teached in game design? Are you able to choose which engines to learn? Or is it more of a general, universal approach to every engine available today?
A little of everything, the course aims to make you a jack of all trades as opposed to a specific degree. I’ve done programming, concept art, 3D modelling and sculpting, animation, and game theory so far. When I leave I’ll be able to hopefully go down any route I please!

As for the engines, it’s mainly a choice between Unity and Unreal, since we don’t exactly have access to many other engines. Both are very versatile though so I don’t mind :)
 
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Sixx

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I'm streaming the whole work process at my channel over @ twitch.tv/sleepjie
Yes, this is shameless self promotion. ;)
 
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