March 20, 2010, 09:56:23 PM
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
Home
Forums
Help
Search
Chat
Downloads
Wiimote Projects
Wiimote Files
Other
Wiki
Useful Links
Connections Solution
How to Connect
Where to buy IR LEDs
External Links
Market Place
IR Pens
Other IR Products
IR Arrays
Accessories
Login
Register
Sponsors of Wiimoteproject.com
Wiimote Project
»
Forum
»
General Wiimote and Technology
»
Project Ideas
» Motion capture.
Pages: [
1
]
« previous
next »
Print
Author
Topic: Motion capture. (Read 4644 times)
0 Members and 1 Guest are viewing this topic.
Cor
Karma: +0/-0
Posts: 2
Offline
Motion capture.
«
on:
January 09, 2008, 07:17:12 PM »
does anyone think this is posseble.
i do because it should be the same princeble as te witeboard. i think you nee 1 wiimote for every side. and than infrared lichts on your body. you could have 8 tracking points (ore more if you have more motes.
But i think there are 2 problems 1 how do you kalebrate is. 2d kalabration is easyer than 3D
And does the wiimotes know witch dot thy have to track.
But if you want and can't pull this off. it would be realy cool for indie game devl
tink about it a motioncapture devise ting for only like $120.
Cor.
Logged
Shooty McBang
Karma: +0/-0
Posts: 10
Offline
Re: Motion capture.
«
Reply #1 on:
January 10, 2008, 12:20:07 AM »
I don't think full on motion capture would really be practical in a home gaming environment. It could be put to use for other applications, but if you are referring to this as an idea for use at home, I just don't see any practicality. I live in a barracks room and would not have the necessary space to move around as needed. How would you apply full motion capture beyond home gaming?
Logged
fALk
Karma: +0/-0
Posts: 2
Offline
Re: Motion capture.
«
Reply #2 on:
January 10, 2008, 03:52:10 AM »
The problem with that approach is that tracking point get covered up by other parts of your body - its the biggest problem in this kind of motion tracking - look at the very expensive VICOM system who has after 15 years of research still not figured out how to solve this (the solve it by putting an overpaid person behind a computer for a week to tell the computer which tracking marker is which.)
now using the actual wiimotes to track the movement (like strap the freaking things on your limbs) and we are talking. but you need LOTS of wiimotes to do that - lets see:
3 for each limb = 12
1 for head ) = 13
2 for shoulders = 15
two for hip = 17
and probably at least two for upper body = 19
I do think that for this its cheaper to get a "mocap" suite with the sensors going.
BUT your approach could work for facial tracking where you put about 16 markers on an actors face and have them act out - then this data is used for morphin a 3D model of the face. For that its actually VERY interesting as the whole tracking process would be "perfect" - a common problem with visual facial tracks.
You "only" need four motes for that - that sounds feasable.
By the way the whole tracking market for 3d animations is - while extremely small - extremely well paid for - any solution that would revolutionize any kind of 3d tracking would take off like a rocket - the world is waiting for exactly that. Make a solution even "free" and "open" and you have about a billion indy 3d designers as friend
Logged
gabort
Karma: +3/-0
Posts: 39
Offline
Re: Motion capture.
«
Reply #3 on:
January 10, 2008, 09:34:10 AM »
You could probalby set up some limited mocap, but it will be hard. Attaching the lights itself is a pain, and differs from standard techniqe where only reflectors are used to bounce IR light from a strong source to the detectors.
You need to track these points in 3D, meaning at least 2, but preferably 3 detectors. Then you need to process the data, attach the raw data to specific data points, assign the data points to skeletons and then there is still the problem of cleaning up the data, as there are bound to be some missreadings, coverups etc.
Mocap studios are not cheap, but neither is their equipment. I don't think there is a free lunch in this case.
Logged
Vicious
Karma: +0/-0
Posts: 1
Offline
Re: Motion capture.
«
Reply #4 on:
January 22, 2008, 04:50:26 PM »
i think it is very possible though limited, and like with all motion capture, its the software and the hardware, i mean Viacom a motion analysis (the two nost bought systems) have very similar cameras but they really differ when it comes to the software, the studio i visited the other day was just using slightly tweaked security camera's. so thinking about how the wii works, if someone made a program to track, and clean the data, and using the wii remotes as camera's, but the limitation would be bad, i think you can use a max of 4 remotes, which the minimal camera i would even want to try a capture with is 8 (and ewww) but 4 is what I'm thinking is the max wii can use, unless i'm mistaken on that but even so, there range that I'm seeing it like 10 ft max, with the 45 degree angle for the sensor, the biggest volume you could make is something like 5 foot by 5 foot, if that, and i have no clue what type of height you would have. so making the right software would be key, but i think i could work, it would be very...VERY hard to work with, but would be neat, especially for someone like me who really want a personal motion capture studio, but doesn't have a 100 g's to spend for the equipment
Logged
MikkelJans
Karma: +1/-0
Posts: 2
Offline
Re: Motion capture.
«
Reply #5 on:
January 29, 2008, 04:33:20 AM »
I'm very interrested in creating low-cost motion-capture too.
It should be possible.. The biggest problem is that the wii can only sense 4 dots. But that could be solved by having the light-sources blink fast, one at a time, so the wii's only has to record 1 light-source at a time.
It would only require about 2-4 wii-controllers, maybe the double if you wan't to capture a larger area.
Right now, i'm trying to connect my wii to Maya (A high-end 3D-Software), here's the result so far:
http://www.youtube.com/watch?v=ietyAUD_JQg
I'm using Python with pyBluez on Suse 10.3
I only have 1 wii, so it's still not 3d.. But it'll just be a matter of comparing 2 or 3 wii's data into a 3d-point.
http://www.km-animation.dk
http://www.mikkeljans.dk
Logged
Skankintoopiv
Karma: +0/-0
Posts: 2
Offline
Re: Motion capture.
«
Reply #6 on:
January 29, 2008, 07:08:13 PM »
well, I have no idea what I'm talking about, but with that whole blinking light idea. If you had them all blinking in a pattern (you'd have atleast 4 patterns, one for each side.) you could set it up to read the data in that pattern for certain areas, and if the dot is not recorded for the spot in the pattern it would have to leave it be. then just have it all set up to a skeleton, so that if there are some misreadings it will not make your arm magically shrink or grow. as in keep the body dimensions the same at all times.
I'd say the minimum would be 4 patterns, and 4 wiimotes if you want it in a 3d space tracking all sides.
I'd suggest about 8 wiimotes, since someone said the range is about 5 square feet. one lower and one higher on each side. still the 4 patterns, so that if the wiimote ontop senses one of the bottom ones it won't throw off the data.
that sounds like a lot of programing, but **LOVE**, what isn't?
P.S. sorry if that was all retarded.
Logged
MikkelJans
Karma: +1/-0
Posts: 2
Offline
Re: Motion capture.
«
Reply #7 on:
January 31, 2008, 05:22:45 AM »
Yes, 4 patterns would definitely be more precise, but it's also alot harder to program.
But it might be necessary.. In the tests I've done so far, the wiimote lacks behind when I record at a speed more then 24 frames per second in Maya.
I'll just need to do some more tests, when i get the time to it.
Logged
balam
Karma: +1/-1
Posts: 58
Offline
Re: Motion capture.
«
Reply #8 on:
January 31, 2008, 06:16:37 PM »
it an staring idea.
perhaps using the vvvv and wiimote together
Logged
fridayblack
Karma: +0/-0
Posts: 1
Offline
Re: Motion capture.
«
Reply #9 on:
February 27, 2008, 02:04:49 PM »
Hi,
I recently created a Wiimote Server for Maya by combining gl.tter's Wiimote Library with Maya's mocap server. This allows you to mess around in Maya by connecting different Wiimote controls to attributes in Maya. I also created a mel script that sets things up to control a camera with a Wiimote and record these movements.
here's a short video:
http://www.youtube.com/watch?v=Btrx1PjKeTY
and the website where you can download it:
http://www.parismav.com/tech/wiicam
Logged
sjeh
Karma: +0/-0
Posts: 2
Offline
Re: Motion capture.
«
Reply #10 on:
March 12, 2008, 07:35:26 PM »
You may be interested in a short video we've put together demonstrating full 3D motion capture using two Wii controllers.
http://www.youtube.com/watch?v=CT6aQN-lwmo
The accuracy is surprisingly good for such an inexpensive system!
Logged
leepmeister
Karma: +0/-0
Posts: 4
Offline
Re: Motion capture.
«
Reply #11 on:
April 05, 2008, 01:33:17 PM »
Quote from: sjeh on March 12, 2008, 07:35:26 PM
The accuracy is surprisingly good for such an inexpensive system!
Wow, this is exactly what I need for making a ping-pong robot. Please tell me your code is open source somewhere?
Logged
johncoths
Karma: +0/-0
Posts: 1
Offline
Re: Motion capture.
«
Reply #12 on:
October 28, 2009, 04:08:35 AM »
I guess there are some sites that provides a technical definition of what motion capture is, how it's used, and why. and more instructions for the motion capture security system.
_________________
Security Systems
Logged
Pages: [
1
]
Print
« previous
next »
Jump to:
Please select a destination:
-----------------------------
General Category
-----------------------------
=> General Discussion
=> Announcements
=> Say Hi!
=> Comments and Feedback
-----------------------------
General Wiimote and Technology
-----------------------------
=> Project Ideas
=> General Hardware Talk
=> General Software Talk
=> Programmers Den
-----------------------------
Hardware Support
-----------------------------
=> Bluetooth & Connectivity Knowledge Center
=> Bluetooth & Connectivity Help Center
=> IR Pens
=> IR Arrays
=> Other
-----------------------------
Market Place
-----------------------------
=> For Sale
===> IR Pens
===> IR Arrays
===> Other IR Products
===> Accessories
===> Wanted
===> Trade
-----------------------------
Wiimote Projects
-----------------------------
=> Wiimote accelerometer & motions detecting projects
=> Wiimote Desktop VR/Head Tracking
=> Wiimote Finger Tracking
=> Wiimote Gaming & Flash Gaming Projects
=> Wiimote Glovepie projects
=> Wiimote Interactive Whiteboard
===> Wiimote Smoothboard
===> Wiimote Java Whiteboard
===> Pentabulous
=> Wiimote Musical Projects
=> Other Projects
=> Wiimote Interactive Learning & Pedagodgy Discussion
=> Project Videos
===> Finger Tracking
===> Whiteboard
===> Desktop VR
===> Wiiboard Projects
===> Help Videos
===> Other Projects
-----------------------------
Other Platforms
-----------------------------
=> Linux
===> Connectivity
===> Applications
=> Mac OS
===> Connectivity
===> Applications
TinyPortal v.1.0.6 beta 2 ©
Bloc
Loading...