I’d like to share my latest project: a real-time motion capture system for Roblox. This system allows direct motion data transfer to a character in a Roblox game, providing near-instant response to real-world movements.
Key Features:
Real-time motion capture: seamless transfer of motion data to the character with minimal latency.
Flexible character support: adaptable to various models and rigs.
Live demonstration: showcases how motion data translates into animations in real-time.
Video Demonstration
To give you a clearer picture of how it works, I’ve prepared a video demonstration.
This project under construction, so for now rig motions not that stable as expected.
I’m referring to the stability of how the rig’s limbs move. And I’m still looking for a way to translate the body’s movement in space so that I can rotate it 360°.
I guess so. This project was originally made for motion capture as a technical demo. In some scenarios, it could be used in such a way. But the primary goal is an animation tool for low-cost motion capture, since I’m using very cheap instruments for this. Maybe 60$ in total.
IMPORTANT NOTE:
I recorded this in a small room, with almost no light, so in large rooms and with normal lighting, the results should be better!
Model/Mesh Vertex Inversion:
I discovered an interesting technique to invert the vertices of any model, mesh, or part. This could open up new possibilities for creative or technical use cases.
although i see the main issue with this is the jittery motion. how about trying out denoising motion? i mean nothing insane but I would assume it could help in at the very least reducing jitter a bit.
should check out kalman filtering for real-time applications of this.