can't wait for people to figure out how to get this working with like, live footage, and maybe even getting it to work as quote-unquote full body in vr. This tech has major potential
No need to edit anything within Plask, you can do this in the app youre using afterwards. Plask is just a container to get the mocap data from and put it to a skeleton, nothing more to it.
The raw result is pretty impressive, the rest can be fixed in animation softwares to remove the shaking...unless you guys have filters to remove those issues. Anyways, Great work!!
The results look pretty clean. Although, best results would help if you have an IK system for the legs in your final render. Otherwise, it does look quite floaty.
Looks pretty good and the layering system is a nice addition. Unfortunately it suffers from the same foot slipping that all AI mocap seems to suffer from. Looking forward to seeing how these tools are going to evolve in the next few years.
Tested already and love it, works well, and the integration with Unity is smooth. Quality is amazing with such a simple cam. If you compare the work/devices required 4-5 years ago to do the same!! It's not perfect vs mocap pro solution (high jump, quick rotation, ..) but it could solve a lot of needs.
Thank you! This is terrific. I'd imagine this to be a very handy tool to create animations for NPCs in a game. Using NLA feature of a 3D modelling and animation software like Blender could help blend this animations sequences exported out of Plask. Looking forward to this!
Interesting how back in the days paintings got more and more realistic until the camera was invented and the need for realistic paintings vanished. Nowadays cameras are getting better and better for video, until the point where animation will take over because it will be easier.
What's the catch here? How are they funded? I'm not finding anything on the website about a pro version, or any pricing model (although payments are mentioned in the TOS)
Hi! We made sure the app is online so no one requires to mee any hardware specifications, that way any user with an internet connection can extract mocap data without worrying about having a GPU to process mocap data :)
ok, so the way it works to place a keyframe (as explained to me by another WEB capture application, I'm working with), is that you need to PRESS THE DOT button, right beside the playback button. That is the "keyframe" button. Yeah, non sense, but you and I know where this "timeline button to keyframe concept" came from. Want a keyframe? "press the button Stamper".
According to article 19 in their terms of serivce IP right still remain with members after use of the service. Couldn't find anything about deletion of source material though.
This looks amazing at first glance. I have a question tho, I never really worked with prebuilt rigs or animations, but I know how to create a simple rig and that joint rotations and translations can be tricky. Would it be a lot of work to get these joint rotations onto a character that is not sharing exact human proportions? More like chibi style, shorter arms, and legs, bigger torso and such alike. And a second more advanced question: has anyone experience in trying to clean and simplify these probably frame by frame values with filters like Butterworth or will this quickly result in weird movements or even gimbal lock rotations?
Hi Martin, A simple retargeting in MotionBuilder, Maya or blender can fix your first question, you just need to make sure they are characterized properly both "source" and "target" rigs - also see that they both share the same naming convention after characterization, that way motion transfer can be easy. For the Second Question:, I have worked on lots of Mocaps performances, I wouldn't say MotionBuilder's Butterworth can help reduce the spikes and jitters, but I think in cases of foot sliding you may need to lock in with some keyframes and use the layer system on the Key Control Dialog.
Could be really useful (and way more accessible!) for folks to get demo reel footage. Edit after watching- this program is very cool and very intuitive, but holy SHIT the lack of an “undo” button is insane
Just watch: Some larger company will eventually buy Plask and their technology, and we'll see a wane in quality and a hike in price, and we'll be 3DCC-depressed all over again.
I have one problem. When I click export, it says exporting file but never ends. Nothing happens and I can't click anything on the page. How to I get around this problem? *update* their servers were overwhelmed with people, they fixed it
@asknk please, i have tried countless browsers and cant figure out how to export out the files, it will write, "it will export in 3minutes, and freeze up there, please can you help I have tried on different browsers.Still stuck
When I finished Export, I try to bring it into second life as a BVH file but its telling me there's know root bone as far as hip bone or something to that effect, how can I make this work for secondlife avatars?