Deborah R. Fowler
click here for Blade 3.1 / 3.3.1 User's Guide
previous step or cleaning up
see corresponding video (earlier version but similar) or with the new post tool
Posted on Dec 5 2013
Updated April 3 2016
Blade 3.1 / 3.3.1 Capturing and Processing Takes
Once your actor has been calibrated, now you
can do take after take.
Capture
Assuming the character has
been calibrated:
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Post is
a new feature that processes frame by frame rather than as one
unit, use judiciously - it does not work in all cases. It solves
the data using the realtime engine. (Note that is works much
better in 3.3.1 than it did in 3.1, however proceed with
caution). UPDATE - with data captured in 3.3.1 it currently is
the go to solver. See
video here!
Post processing (lots of settings -
occlusion fix is not recommended at this time).
Post processing refers to working with offline
data. Once camera data is captured, it can be processed to
provide 3D reconstructions, character labels and skeletal
animation. In post, it is also possible to clean 3D data, fill
gaps, and smooth out jittery motion.
Label completeness entrance threshold .85 default is good (never go less than .50)
The x2d file is the raw camera data. This file is saved automatically when the capture is stopped. Postprocessing is a set of steps to enable the data to be used by applications such as motion builder.
In the Data Management
window double click the blue circle iconto open the x2d data
and disconnect the cameras. Now on the Post Processing tab:
NOTE: Post in 3.3.1 is improved, however currently it leaves behind unlabeled markers. Proceed with caution. |
If your data needs cleaning (see cleaning up)
Export the result to fbx (c3d is used rarely). When exporting the fbx be sure to check the option unroll rotation curves
Additional features:
Under Editors
HSL scripting (vicon's own scripting language) - useful for batch processing
In Summary:
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Now your data is ready to take into a 3-D package after finessing in Motion Builder - please see separate documentation for this process under Motion Builder.