Yost Labs MoCap Studio User`s Manual

Yost Labs MoCap Studio User`s Manual

4 Getting Started

4.1

Creating a Skeleton

To create a skeleton, begin by ensuring that the target device is attached to the computer. To confirm if the MoCap Studio can see the device, you

can either check the Items panel (2.5) or the Connected Devices window

(3.4) for the device. If either of these locations shows the device(s) and its

serial number, the device is ready to be used in the MoCap Studio. Next

bring up the Create a Skeleton window (3.1) by clicking Skeleton → New in

the Menu Bar (2.2). In the Create a Skeleton window, set the sex, height,

and target device of the skeleton. The sex and height are used to determine standard bone lengths and proportions when creating a new skeleton. Once you have set the sex and height of the skeleton, choose the device to drive the skeleton. If you choose a base station the MoCap studio will attempt a wireless connection with the PrioVR hub associated with the base station. If you select a PrioVR hub, the MoCap studio will connect to the device through a USB connection. Finally, you can also use the Load XML button to load a pre-generated device assignment file. Finally, click create skeleton and enter the standard t-pose. The MoCap Studio will generate a new skeleton using the specified settings and calibrate it to your pose. You may exit the t-pose once you see the skeleton appear in the Renderer.

4.2

Editing the Skeleton

Once a skeleton has been created it can be modified using the Renderer (2.4)

and Inspector Panel (2.5). To modify a bone you must first select it in the

Renderer. This can also be done using the selection menu items in the Menu

Bar (2.2). Once a bone is selected you have two options for manipulating

it. The first is to use the tools available in the Side Menu (2.3). These tools

allow you to manipulate the rotation, offset, and scale of the bone. The other method to modify the bone is to use the Inspector Panel. Using the

Inspector Panel you can modify the offset, length, rotation, scale, attached sensor, name, and parent of the bone.

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You can also delete the bone by clicking Skeleton → Remove Bone or by pressing the delete key while a bone is selected in the renderer. If you want

to add a bone, use the Add Bone window (3.2) by clicking Skeleton → Add

Bone.

4.3

Recording Data

Once a skeleton has been created the MoCap Studio can record data from the suit. First make sure that the suit is properly calibrated by clicking the

Start Streaming button in the Stream Panel (2.7). Streaming data allows

you to see the skeleton moving according to the movement of the suit. If the movements do not match up you need to recalibrate the suit. To calibrate the suit click the Calibrate button in the Stream Panel, or in the Menu Bar

(2.2) by clicking Skeleton → Calibrate. Upon clicking the Calibrate button

enter the standard t-pose. The MoCap Studio will wait three seconds and then calibrate the sensors according to your pose. Once the loader on the

Renderer disappears you may exit the t-pose. When the suit is properly

calibrated simply click the record button in the Timeline (2.6). The suit will

then begin streaming and the MoCap Studio will display the data that it’s recording in the Renderer. Once you are finished recording click the stop button in the Timeline. Upon stopping recording the MoCap Studio will ask you to enter a name for the recording. Place a name in the textbox and then

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click Done and the MoCap Studio will add the animation to the Animation

List in the Timeline. To record another animation, select the blank option in the Animation List and then repeat this process. You can also record

animations in Take Mode 2.7 by clicking the Enable Take Mode button. The

MoCap Studio will then ask you for the name of the takes. In Take Mode, whenever you stop a recording it will automatically name the recording with the name you set plus a take number.

4.4

Playing Data

The MoCap Studio supports the playback of recorded and imported data.

To import an animation into the MoCap Studio click File → Import Ani-

mation in the Menu Bar (2.2). You will then be prompted to select a BVH,

TSH, or FBX file. Upon opening the file the MoCap Studio will add it to

the Animation List in the Timeline (2.6). The Animation List contains all

of the currently loaded recordings and files. Selecting an animation in the

Animation List allows the playback of that animation. To play the currently selected animation simply click the play button in the Timeline. The animation can be looped by toggling the loop button in the Timeline to on.

Other buttons and functions for manipulating the playback of animations

are described in section 2.6.

4.5

Exporting Data

To export an animation start by selecting the animation in the Animation

List of the Timeline (2.6). Then click File → Export Animation in the Menu

Bar (2.2). This will bring up a standard save dialog. Select a file location and

give the new file a name and the extension to export to and the MoCap Studio

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