Processing Human Performance: Blade 1.7NOTE: realtime solving setup and postprocessing in Blade 2 is limited to the Mocap Lab computers. It is optimized compared to the process below and is available for those interested to work with the mocap system after the completion of the current course. The general logic of human performance processing is similar to that of props. First the subject is calibrated based on the performed short Range Of Motion (ROM). A human VST is customized in the process of calibration to fit the proportions of the specific performer. Then the customized template (VSK) is used to process the performance take with as much automation as possible. Please follow instructions below and/or Blade 1.7 Step-by-Step Reference Guide pdf p.16 "Character Setup" in class folder Blade Documents. As you go and when finished SAVE YOUR WORK AS HDF file. Main button/Save as... Typical Marker placement for a human subject:
CALIBRATION
POSTPROCESSING GENERAL TAKES
*LABELING AND RELABELING THE MARKERS TO IMPROVE THE SOLVE Before manually labeling the take it's helpful to delete all short trajectories: at a rate of 120fps trajectories that are 0-50 frames long may be negligible. (10-20 frames is a safe bet). In Pipelines Editor expand Available Operations/Default Ops. Select the desired Pipeline to add an operation DeleteUnlabeledMarkers (ie Advanced Post Processing). Double click on DeleteUnlabeledMarkers to add to the desired Pipeline. At the bottom of the Labeling Editor you can see the Totals section, which will give you an idea about the unlabeled and labeled markers in the take. To go through the take and find unlabeled markers you can scrub the timeline, go frame by frame (in case of detailed high speed motion) or use Find Next Unlabeled marker button in Labeling Editor. When you have to manually label markers you need to select a marker and click on its name in the list in the Labeling panel. You can choose different Direction and Type in Labeling panel for different results. Direction (Both, Forward or Backward) - determined the direction in which markers will be labeled in time relative to the time ticker. For most cases best option is Forward. Type
In most cases Cliff is the best option. Filling Gaps 3. Sometimes a marker is completely missing for a period of time due to occlusion. In this case after markers are labeled, gaps can be filled. View Interpolated_Fill.avi and Rigid_Fill.avi in Y:\Courses\2012-2013\AC7102_Vita_SP13\BladeDocuments for instructions on filling gaps. You can also use Find Gap and Fill Gap buttons in Post Processing tab. After filling gaps look at the generated marker movement. If it looks wrong, either undo the gap filling OR delete keyframes that correspond with the faulty movement in the Graph Editor by selecting the keyframes and pressing Cut Keys button (hold down to get to the Ranges option) Swaps: At times you can run into a marker(s) that is labeled incorrectly. a. Find the beginning of the trajectory with incorrect label. a. Find the beginning of the trajectory with incorrect label. 3. If two markers have swapped trajectories, you can select the time range for while this situation is present. (Hold and drag left and right margins on the timeline). Then select Markers and hold Swap Keys button to select Swap Ranges, select that and let go. Repeated Solving As you progress with cleaning you can continue resolving motion by using a SolveMotionOp Pipeline operation or Solve Motion button in Postprocessing. As more markers get labeled correctly and problematic markers unlabeled or removed you will see the Solve improving and character skeleton moving in a more realistic way. If some areas of the skeleton motion still don't look good, you will be able to correct that in Motionbuilder.
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