Author Topic: Using bluetooth to make new animations?  (Read 331 times)

Legacy_MerricksDad

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Using bluetooth to make new animations?
« on: July 18, 2014, 02:43:07 am »


               

I just saw on PBS "This old house" that they now have a bluetooth deal that lets you track your misplaced remotes and what not with an attached (assuming) RFID tag sticker.


 


Has anybody though about modifying that and getting it to output a 3d coordinate system so we can make new animations with it, using our own bodies and a bunch of these stickers?


 


I can't think of any other way that might be cheap for us hobby animators, and this just totally sparked my interest.



               
               

               
            

Legacy_Rolo Kipp

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Using bluetooth to make new animations?
« Reply #1 on: July 18, 2014, 02:52:50 am »


               

<dancing...>


 


If you're just looking for a source of animations, have you looked at importing the many, and diverse bvh files?


 


*I* am certainly looking at this for the future...


 


(a good starter site)


https://sites.google.../motion-capture


 


<...with impatience>



               
               

               
            

Legacy_MerricksDad

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Using bluetooth to make new animations?
« Reply #2 on: July 18, 2014, 03:07:42 am »


               

Mother of Zeus! I need to watch these tutorials and see if I can find what I have been searching for



               
               

               
            

Legacy_Birdman076

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Using bluetooth to make new animations?
« Reply #3 on: July 20, 2014, 04:10:58 am »


               


I just saw on PBS "This old house" that they now have a bluetooth deal that lets you track your misplaced remotes and what not with an attached (assuming) RFID tag sticker.


 


Has anybody though about modifying that and getting it to output a 3d coordinate system so we can make new animations with it, using our own bodies and a bunch of these stickers?


 


I can't think of any other way that might be cheap for us hobby animators, and this just totally sparked my interest.




 


Those blue tooth readers also use a blue tooth based tag that have no triangulation ability to them at all. There are RFID based solutions that do offer triangulation but they are very costly. I work for a company that does RFID tracking for all sorts of things from assets to wander prevention, the closest you can come without true triangulation is snagging GPS coordinates from an android device or using a "best estimate" type triangulation using multiple readers and RSSI values (Relative Signal Strength) to place the tag at the best estimated point in a monitored space. We are working to get to within 3m using this technology to make it more affordable than the alternative but it won't be precise enough for motion animation. Even the high dollar stuff won't be that precise.


 


The "High Dollar" triangulation


               
               

               
            

Legacy_Gruftlord

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Using bluetooth to make new animations?
« Reply #4 on: July 20, 2014, 10:10:00 am »


               I saw a few nice YouTube videos of people who got their kinect connected to their pc and do various amazing stuff with it (3d scanning and creation of models most of the time). Not sure how complicated that is on a technical level, but it may well be the cheapest 3d scanner/tracker abailable atm for what you are trying to do
               
               

               
            

Legacy_Killmonger

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Using bluetooth to make new animations?
« Reply #5 on: July 20, 2014, 06:20:28 pm »


               

I have researched this problem for a long time...


 


The Kinect approach seemed to be the fastest simplest approach (imho)


I purchased an original Kinect for cheap and a Nyko corrective lens and downloaded some free software (Kinect runtime v1.6 plus Brekel). Yes it works and the linkage to max is done through some simple plugins. However, the skeletal tracking is sketchy and requires a great deal of clean up to make the capture viable.


I was using a core2duo processor at first, but I there after used a i7 processor to get better responsiveness.


With improved software (which is available for a price) I believe that this process could quickly provide some decent animations.


 


That said,


The editing process is quite tedious and time intensive. After a long while of hacking, it became appearant that for the needs of Nwn1 it is easier to procedurally animate the geometry by hand (No school like the old school). The baked animations that occur from the above system are just too dense (keyframes) for realistic use in game. Considering that most animations are, in fact, tiny and singular motions that do not require intensive cpu processing. It became obvious that learning correct kinesthetic relationships was a better use of time. 


 


With the above in mind, it is also my opinion that there is a "holy grail" of Nwn animation deep in the archives of Bioware (Perhaps lost to us for more than a decade). Since the geometry is animated directly, without the use of biped there might have been a process for converting or mapping the bvh files to geometry without the inbuilt restrictions of max. Rigging the character and importing animations is not enough. Using bones doesn't seem to the job either. Creating a animated geometry library, from which to mix required motion seems most viable. There might be a software, script, or plugin which can solve the dilemma but after years of searching I still have not found it, nor am I confident enough in maxscipt to write the necessary routine.


 


If any one can resolve this problem it might improve the workflow for animation.


Otherwise, learn how to animate realistically by hand and save yourself from the headache. One might actually enjoy the process of learning and come to appreciate the elegance of the real world in the process.  


 


imho


 


'B)'