Hi… I want to report, there is a problem with the floating feet when walking. You can see in my video link here, when we step our feet it seems to fall when we lift our back legs…
I have changed various settings, but it still doesn’t work.
And I also realized the problem with the .fbx results of the hands and head. You can see the skeleton results in the video…
In inertial motion capture, when using raw data directly, this phenomenon is difficult to avoid because it is easily affected by thigh muscle movement and the initial calibration data. (Noitom addresses similar issues by separating the skeleton, essentially forcing the bones to remain disconnected.)
Enabling IK (Inverse Kinematics) can alleviate this phenomenon, but it is difficult to completely eliminate it. It is recommended to first reduce the issue by adjusting the wear and the leg posture during default calibration with IK turned off, and then enable IK afterward.
Currently, the strength of IK is not very sufficient, but future gray versions of IK can be followed for improvements. IK will continue to be optimized, but it cannot completely resolve this type of issue. There will always be slight vertical oscillations. To achieve film-level precision, manual animation adjustments are usually required afterward, which is one of the key responsibilities of animators.
The length proportions of the thigh, calf, and foot can also have an impact. For example, consider an extreme case where the ratio of your thigh to calf is 1:2, but the motion capture character’s thigh-to-calf ratio is 2:1. In this scenario, when you lift your leg, if the motion capture character’s leg needs to maintain the same angle as your real leg, there will inevitably be noticeable vertical oscillations.
Therefore, IK can only mitigate such issues. Our self-developed IK system will later introduce adjustable parameters, allowing for different behaviors under different parameter settings.
Head do not have problems, but there is something wrong with hands, we will update today.
When mapping animations, you should not use the absolute orientation of the bones. Instead, you should map based on the angles modified from the T-pose, rather than the absolute orientation of the bones themselves. For example, the head is intentionally designed to face forward, so if used incorrectly, the issue can be quickly identified.
Each skeleton has a different absolute orientation in the T-pose. For instance, some T-pose spine bones are perfectly straight, while others have a slight curve.
Adjusting the bone proportions to match the real person’s leg proportions can significantly reduce the up-and-down movement. Additionally, the placement of the sensors, especially on the upper leg, has a noticeable impact. Experimenting with different sensor placements can help optimize the capture results.
@mOnz We carefully checked the exported FBX data in Blender and found that the head bone does indeed have a rotation in the T-pose. We sincerely apologize for the misunderstanding earlier, as we mistakenly thought it was caused by the head bone pointing towards the eyes. We are currently investigating this issue. In the meantime, you can use the recording feature of the Blender plugin to record.
Hi, thanks for your quick response… I have installed preview04 and seen the fbx results and also the live link in Unreal and everything works fine…
In the application I see that there is a firmware update to V5, do I need to update?
And it seems like there is a little bit forgotten in the SoftwareUpdate info section, the version info still says V03. But I’m sure this is just a typo.
By the way, we are holding an event. If you publish an Motion Capture Animation Tutorial, you will have a chance to get a discount coupon or a new rebocap product, which you can give to others for a fee.