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Operation: Motion Capture - The Event

by Mike Large · 10/11/2010 (11:36 am) · 29 comments

I don’t know what being an “indie” developer means to you dear reader (I suspect it’s different for all of us that frequent this site ...that’s another blog for another time perhaps) ...for us it means having a day job that isn’t in game development, doing all this stuff in our spare time and not having a budget aside from what you can syphon from the housekeeping and savings.

So I hope you’ll understand what a big deal Sunday the 10th of October was for us when I say that, using the trial version of iPi Softs markerless motion capture system, 4x PlayStation 3 “Eye” cameras, a bunch of tripods some active USB cables and a couple of PCs, we attempted to motion capture 80% of our player character animations in the public hall of a sleepy village in Kent.

I’m guessing that a lot of indies will be interested in such a reasonably priced solution to such a (usually) expensive problem like Motion Capture, so I’ll cut to the short version:

The Short Version
The Jury is still very much out at this point, the system was very “twitchy” (even in what I would consider were ideal conditions) and our early results from the data that we’ve processed so far are being described as “mixed” as at 08:24 on this cold Monday morning.

The not so short version
We had the venue from 9am to 5pm ...allowing 1/2 an hour at either end of the day to setup and scratch the rig that’s still a fair chunk of day.
The hall itself is the biggest at the site (its main purpose is as a theatre for local amateur dramatics) and as such has reasonably controllable lighting conditions (curtains, blinds and spot lamps).
Those of you familiar with our early tests will understand why I highlight those features specifically (see here and here).


www.eikon-games.com/blog_images/mocap_day/1.JPG www.eikon-games.com/blog_images/mocap_day/2.JPG www.eikon-games.com/blog_images/mocap_day/3.JPG

We arrived shortly before 9am and, following a period of frenzied activity, the rig was setup with all four cameras ready to go by 9:30am. We had 1 PC capturing and one PC processing the data so we could see what we were getting and still carry on capturing stuff on the main PC.

www.eikon-games.com/blog_images/mocap_day/4.JPG www.eikon-games.com/blog_images/mocap_day/5.JPG www.eikon-games.com/blog_images/mocap_day/6.JPG

To ensure that the background was as controllable as possible and it wouldn’t interfere with what the system was “seeing” we brought along a green-screen ...turns out it wasn’t needed, but better safe than sorry.
We also brought along an inflatable mattress to act as a “crash mat” for falls etc. ...turns out I killed that (with a loud pop) as soon as I landed on it during a practice fall - oops :)

Once setup we immediately set about calibrating the rig, this basically involves waving a light about in the performance area while the cameras track it in 3D.
The light was being picked up great by the software and so we set about going from the initial T-Pose and into to a bit of *real* simple movement to see what the rig was “seeing”.

Here’s where the horror starts.

Almost immediately the virtual version of me wrapped his legs round his own waist, put one arm behind his head and did all sorts of stuff that the real me:

a.) Wasn’t doing
b.) Would find way too uncomfortable

Cue about 4 hours of “trying stuff to make it work” and quite a lot of head scratching.


www.eikon-games.com/blog_images/mocap_day/7.JPG www.eikon-games.com/blog_images/mocap_day/8.JPG www.eikon-games.com/blog_images/mocap_day/9.JPG

It was frustrating, we’d actually had better results a couple of months earlier testing with just 2 cameras in a confined space (see the "uncleaned" version of the data here).

Eventually all our “trying stuff” brought us to the point where we replicated as closely as possible the conditions of the previous tests ...we removed 1 camera from the system so we were running with just 3 (3 is the minimum), we made the room a lot darker by closing all the curtains, blinds etc. and we tightened up the performance area bringing the cameras much closer to the “action” and it’s at this point that it started working.
By now the performance area was too small to do a run cycle and only just big enough (at a push frankly) to do a walk cycle.
The results we were seeing were quiet encouraging but still contained some glitches but we really wanted to salvage something from the day (besides experience and knowledge obviously) and so we pressed on and started working through the “must have” section of the 113 or so total moves that we have worked out so far.

At this point it was about 13:40.

Two hours later we’d done most of the moves that we thought we could do (plus some adlib stuff for emotes etc.). We had to remove a bunch of stuff from the plan, stuff like ladders, running, sprinting, but we did get a couple of walk cycles, weapon reloads and miscellaneous other bits and bobs (basically anything that didn’t require a lot of room).

As I mentioned above the resultant video footage is being processed at the moment so we should know in the next couple of days what it looks like and where and how much we need to bring in our animation clean up guy.

It’s obviously too early to say at this point whether we’re going to use any of what we captured yesterday (and therefore stump up the extra investment needed in the full version of the software if we do).
I am going to drop iPi Soft a note and link them to our results to see if there was anything we could’ve done better and hopefully our experiences will help their development process in someway.

All that aside... it was loads of fun if very tiring. This is one of the most epic things we’ve done as a team so far and I wanted to be sure that we didn’t miss what happened and had a record of the day ...last I heard our official photographer (my wife, Charlotte) had taken some 300+ pictures some of which are here, the rest of the (heavily edited) highlights can be seen on the Epoch: Incursion Facebook Group {here:}

www.eikon-games.com/blog_images/mocap_day/15.JPG www.eikon-games.com/blog_images/mocap_day/16.JPG www.eikon-games.com/blog_images/mocap_day/17.JPG

Thanks to all involved in the day, Team EiKON would especially like to extend their heartfelt thanks to our friends the two David's and to my wife Charlotte. Thanks for stepping into the maelstrom and acting as support crew guys, both physically and morally - it was very very much appreciated by all of us.

If anyone in interested to see videos of the raw data (without any clean up done) then I’ll post a reply to this blog with a link to the video as soon as I have it, just subscribe to the thread so that you'll know when it arrives.

About the author

Formed in 2005, EiKON Games is an indie games development project based in the UK working on the tactical first person shooter "Epoch: Incursion". See the Join Us or Contact Us pages at http://www.eikon-games.com/

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#1
10/11/2010 (12:40 pm)
So, not entirely successful on the old cheap(ish) tech then ... bugger :/

Quote:
We also brought along an inflatable mattress to act as a “crash mat” for falls etc. ...turns out I killed that (with a loud pop) as soon as I landed on it during a practice fall - oops :)

Maybe small portiions of vindaloo ...
#2
10/11/2010 (1:09 pm)
ahh well you live and learn...

as soon as I saw that there was 1 reply post already, I had this strange sense of deja-vu that Steve had posted, and behold... I was right :)

Those poor sleepy villagers, probably thought they were under attack when the matress exploded, sorry I meant popped :)
#3
10/11/2010 (1:38 pm)
I knew Steve would be first past the post here :)

The tech isn't dead yet, we still need to review what we got fully. If I had to guess I'd say its going to be usable for "small" things that (ironically) don't require a lot of complicated movement... the sort of stuff you wouldn't specifically use MoCap for sadly... but we'll see what comes back from EiKON Marks little shop of horrors first.

Since we started to look at this as a solution we've managed to ensnare the services of a game development student whose looking for a victim to practice his dark arts on - his speciality is character animation... so we're either looking at a little cleanup work or worst case he's willing to jump into the fold.

But... as I said, lets see what comes back from the lab. first.
#4
10/11/2010 (1:56 pm)
It really was an interesting, fun and (at times) hugely frustrating day! As Mike says, hopefully we'll at least get something out of it.

Now I had previously promised Donald some embarrassing footage of Mike but that would just be unfair...

...Still - a promise is a promise. Here's some raw footage of Mike killing his knees while repeatedly dying for the cause :o)



As mentioned above, feel free to stop by the facebook group and 'like' us to keep up to date on any developments.
#5
10/11/2010 (2:02 pm)
Oh. You. Git.
#6
10/11/2010 (3:14 pm)
ouch, you better start saving up for that knee operation :) Looks good though, well constructed and controlled falls. Carefull, you may get casted for Corrie or Eastenders (Brit humour).


@Mike - yeah.. even if you use some of it, it was a worthwhile exercise. Experience, and can be adapted on for later use when you can afford the more expensive kit.

edit: never try to post something using an Android, let alone a phone with Android on it :) Corrected spelling.
#7
10/11/2010 (3:20 pm)
Corrie: Not while I breath :)
#8
10/11/2010 (4:10 pm)
Yeah, not a fan myself. Although I did go for a game contract that required you know the cast and story line.. if I did get it, I'd have to endure hours and hours of re-runs.
#9
10/11/2010 (4:18 pm)
Good lord.... close call.
#10
10/11/2010 (5:31 pm)
I have done a bit of trail and error in a similar process, using video from a couple of angles to get MoCap, for a college project of a friend of mine. We had the best luck after we got our selves a cheap laser pointer and a level, or you can just get a level that has a laser in them these days.
Apparently the software we were using does things like you describe when our cameras were a bit off... like we had our front Camera, and if the the others were not "exact" right-angles from the front camera it messed things up. In the end, when we finished the MoCap for New England School of Broadcasting the animations still needed to be smoothed out a bit by hand(and I did), and from what I am told without a large amount of luck this is the norm without more accurate equipment. However I am by no means an expert, but I thought I should share what I have been told/learned. Great job guys, and keep up the hard work. I look forward to you next Blog!

Bobby
Imagn'Games
#11
10/11/2010 (6:11 pm)
Please let us know what comes of your results. I was looking at this system and would love to see what it can actually do. I look forward to your next post!
#12
10/11/2010 (7:56 pm)
www.eikon-games.com/blog_images/mocap_day/2.JPG
Gaffer tape holding a cam onto a tripod, THAT is Indie! (ok, brown packing tape, its even cheaper lol)

Great stuff, was the bursting of the lilo caught on cam by any chance ? :P
#13
10/11/2010 (8:47 pm)
@Bobby: that's really useful to know actually. Part of problem here is not being able to "practice" it again and see what we can improve so any info from any source is all good stuff. Cheers for that.

@Andy Wright: The day was entirely powered by Gaffer tape, biscuits and Crisps (cookies and chips I guess?)

Re: Death of a Matress... Sadly it was
.... :)
Also note in the picture the camera to the left ...that's shooting video I believe ...I've yet to see that footage.
#14
10/11/2010 (8:49 pm)
I've just had a comment from the art department (Mark) to say that he's run another video through the processing procedure and that that has shown some more promising results.

Once we've got something more solid to report on and I can show you all videos etc. we'll report back but it appears that the fat lady may not yet be singing.
#15
10/11/2010 (9:55 pm)
Quick additional... just had a very nice email from the software supplier (ipisoft.com) offering help with diagnosing the footage we gathered.
#16
10/11/2010 (11:07 pm)
lol, im a brit, full on lunduna (though i lived up steve's way in hull for nearly 4 years, so i have bit of a screwed accent now, i say water like those northerners do, and a few other things lol...)

I'm bag's token european at the moment :o

lmao thats a brilliant photo
#17
10/12/2010 (11:32 am)
'Professional' Gaffers' tape is kinda pricey[Iknow, I'm 'gaffer'/stage electrician].....but it works like glue! Yes, in my professional opinion; it's brown 'box/mailing' tape being utilized....I see no 'bailing wire' however...??! lol

Good work on 'MoCap' setup....as I do this type of work for a living...I'll quote some famous Rockers, "I tell ya folks, it's harder than it looks..."

Good estimating the setup/teardown time in your schedule! Something that gets forgotten during the 'rush' of excitement of a 'production' shoot..."oh...all this all gets put away after the work?"
#18
10/12/2010 (2:01 pm)
Man I wish I was over there to do that with you guys. (help out or watch and drink tea)
Looks like a blast! (yes, I find tech enthralling!)
#19
10/12/2010 (2:33 pm)
I just saw a grown man play with a pretend gun and act like he was getting shot. Reminds me of myself playing with my 3 year old :) Good stuff, if anything I am sure it was a great team building exercise. Well I hope you guys get it working or at least the results come out in a usable format.
#20
10/12/2010 (2:35 pm)
@Rex: The planning was a big learning exercise. I'll share some of the relevant pre-planning stuff on here in another blog I think, it's gonna be useful to someone somewhere I'd imagine.

Got a ton of post mortem stuff to come from this I suspect.

@eb: You're not wrong. It was awesome :)
The technology is *really* exciting to be honest, I'm sure it has its place, we obviously just need to explore the envelope a bit and work out where the borders are and how much it's worth to us.
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