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Messages - wintch

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1
Strutt your stuff! / Re: Perception neuron MOCAP
« on: July 14, 2016, 12:43:02 AM »
Last day, but we entered the contest.
Here goes our video

2
id Tech 6 SnapMap / Re: Official SnapMap WIKI
« on: May 16, 2016, 03:44:43 PM »
Wow thanks! The reason i got a copy :)

3
id Tech 6 General Talk / Re: New Doom (2016) Thread
« on: May 02, 2016, 02:07:53 PM »
I bet if people begin using SnapMap a lot and there is a lot of content coming, Beth might open an opportunity for more evolved modding or would provide more pieces.

Btw, fun stuff (and related to upcoming Doom):

That makes me feel so old  O0

4
Strutt your stuff! / Re: Perception neuron MOCAP
« on: May 02, 2016, 01:13:10 PM »
Here is export window screenshot and a test animation i did.
Note that i didn't calibrated sensors correctly :(
You have better RAW examples with AXIS software, i'm attaching this one just in case those are "professionally prepared" :)
Just import in blender and put some model on it

5
Strutt your stuff! / Re: Perception neuron MOCAP
« on: April 29, 2016, 12:52:24 PM »
I wonder if it would be better to attached those to a full body suit and store whole suit in a metal cabinet. This way it's shielded from electro-magnetic sources and there is no need to have a helper to put the sensors on.

Well, having to clean up anims is a massive chore. That's why iPiSoft comes with automation package that does it for you. You'd only need to adjust limbs when there is an error in limits (twisted legs/arms/hands). If you have to remove jitter manually, good luck with that. It's cheaper to get iPi Soft then and save a ton of time and nerves :)

Storing the whole thing as is would be nice, no doubt. What i can say about jittering is that i hadn't any issues with it so far.
You can see some examples in youtube. I really should make some technical video later, currently most of them are "WOW cool" and nothing else :)
iPiSoft is also nice, the price would be 2xkinekts+soft per year. For me it doesn't worth it. Until i try it at least

6
Strutt your stuff! / Re: Perception neuron MOCAP
« on: April 29, 2016, 12:36:02 PM »
I couldn't find if there's a way to export just bhv data.  The site says it has a SDK & can work with Unity/UE, says it can stream to bhv/fbx, but didn't see anything on being able to take the data & export straight to bhv from the included software so it can be used in any 3d program.

Yes, you have both: streaming and save capability
A good way to check that is to download the software here, open some example data and save it. I don't have my PC near, but if you want i can upload some images later.
As far as i can remember it has 3 formats: bhv, fbx and some 3dstudio thing.
I tried importing the animation into blender and it worked, had no time yet to test it well :(

7
Strutt your stuff! / Re: Perception neuron MOCAP
« on: April 29, 2016, 11:23:47 AM »
No, it's not me  :) just a good video i found on youtube.
The main problem so far is calibration. You really need to stay away from any magnetic sources.
Also someone needs to help you to put every sensor on your body as the kit comes with lots of straps.
After getting everything set up correctly i would say there is no jittering at all, still you have some interpolation in the software to mitigate any issues with position tracking. You often get incorrect limits for hands and arms, feels like the body is a little bit forward than it really is. Still if you have 20 minutes or so to set it up well and 10 to disarm everything, the session will be nice and you'll have a great animated character to export and polish later if you will.

8
Strutt your stuff! / Perception neuron MOCAP
« on: April 28, 2016, 06:29:16 PM »
Just got my kit few days ago. I have 11PN package baked at kickstarter and it is working really well.
After animating everything by hand, this is a huge step forward. Also the price is really not that big, so take it into account if you're willing to animate a player for a videogame. Note that only human animation is currently supported.
It has a Unity and UE4 integration, setup is quick and wifi mode makes it a great tool.
I didn't tried it with idtech's MD5 yet, but just ask if you need any info about it

Their webpage is here
Current contest to win some kits is here

9
Strutt your stuff! / Re: VR: red pill or blue pill ?
« on: March 10, 2016, 04:35:13 PM »
Also a cellphone is just not capable of showing something interesting on VR

lol, what?! I guess you haven't tried Gear VR.

Galaxy S7 does this: https://www.unrealengine.com/blog/epic-games-unveils-protostar-at-samsung-galaxy-unpacked

Maybe i'm a bit too skeptical about VR on phones. Just saw how muy PC died on several demos, some were made using UE4 by the way... and i have 16gb of RAM (S7 apparently will/has 4Gb). You absolutely can have a best phone ever in your hands and still the world wouldn't be the same that on top PC. Maybe with next generation, but you need more resolution, that leads to memory consumption and so on. Also don't forget about price, 1000 bucks is not a joke in my neighborhood :) I would really grab Valve's VR for 800 instead.
p/s the demo is amazing!
pp/s dpi on S7 is really good, but again. You need a LOT of VRAM for something besides a closed room/tech demo

10
Strutt your stuff! / Re: VR: red pill or blue pill ?
« on: March 10, 2016, 01:01:52 PM »
You have this one Dhewm3 with oculus branch, but had't tried it yet.
I played BFG in dk2. Really not SO good. You can see Carmack's talk about it on quakecon to get the idea of what it is. VR is really not suitable for classic shooters. At least not with current keyboard/mouse/joystick controllers. This demo for example I expect you to die looks way better, because it was made for it since the beginning. Correct distance to look at, don't need complex controls, no head shaking (you must avoid something to move in front of you if your head is not) and so on. You really need not to explain why VR is great after watching this. With Doom3 is not like this, hope this helps.

Regards!

11
Strutt your stuff! / Re: VR: red pill or blue pill ?
« on: March 10, 2016, 09:32:10 AM »
Only 4k per eye would solve that problem definitely. You can try this demo meanwhile Oculus sim. Also a cellphone is just not capable of showing something interesting on VR. I want to see Doom4, not bouncing cubes :) Same with play station VR. Nothing but top-end PC can deliver something really great

12
Strutt your stuff! / Re: VR: red pill or blue pill ?
« on: March 09, 2016, 09:58:49 AM »
I have DK2, really nice device. The key is to make content focused in 0.5 to 3 meters to view. If you look beyond that limit, you'll see pixels basically. Too close, and you'll get blurry picture. Same applies to any other "screen in front of the eyes" VR.

"Although you will necessarily make use of the full range of depth in VR, it is important to place content on which you know users will be focusing for extended periods of time (such as menus or a 3rd-person avatar) in a range of 0.75 to 3.5 Unity units (meters) away."@Simulator sickness

13
id Tech 4 Textures / Re: Parallax map in idtech4
« on: February 12, 2016, 11:30:39 AM »
Height map is used for parallax in Doom3 mods. Where color is 100% "popped out" and transparent is 0% of effect.
Just paint some height (specular) map with any color and something about 10% of color information on it. Don't forget to leave borders 100% transparent for best effect. Look at glprogs, those files are responsable for shader effects. Sikkmod includes several different parallax sets for you to choose from. POM is still the best looking, but really CPU intense, as was already mentioned.

14
id Tech 4 Models and Animations / Re: Pistol brass on wrong side
« on: February 04, 2016, 05:39:02 PM »
What really needs to be done, is letting def file touch these values, but currently this is not implemented.
You just have to export variables from engine, and you'll get complete solution. Rotating bones is ok, but i'd prefer to touch code and not models every time i need to adjust something. Different approach, nothing else.

15
id Tech 4 Models and Animations / Re: Pistol brass on wrong side
« on: February 04, 2016, 12:39:11 PM »
Try to look at neo/game/Weapon.cpp.
Sorry about that, the engine was made for a particular game and you need to touch C code from time to time to get what you need.
I also wanted brass from the other side and in my game that worked just fine  8)

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