Creating Your Own MoCap Using Your Own Camera(s) - The Basics
January 16, 2008 9:51 pm
Before starting, I am assuming that you already know how to use Lightwave 3D (Modeler/Layout). If not, Please go to your “Help” option tab in Layout so you can understand the tools better that we are going to be using in this lesson.
*Note: Example images are placed in order, alongside the steps. Click on the images for a larger view.
Save the movie for the camera that recorded your side profile as “Side view.avi” and the camera that recorded your front profile as “Front view.avi” on your desktop. Now that you have recorded your MoCap, we are now going to use them in Lightwave.
6. Select the surface call “side” and Click the “T” option (highlighted in red in Example7) to turn on the “Create UV texture map” window. Follow what it shows in Example7 and then hit "ok." When you are done, change the upper left Viewport window option from UV Texture to “Top (XZ).” Use Example8 as a reference.
8. Now that you have loaded the movies, close the “Image Editor” window and press F5 on your keyboard to open up the “Surface Editor” window. Click the surface called “front” and then click on the “T” button to open up the “Texture Editor” window and follow the setup that is shown in Example10.
9. Okay, now click the surface called “side” and then click on the “T” button to open up the “Texture editor” window and follow the setup that is shown in Example11. Once you are done with that, save the object as “Movie setup” and then close Lightwave modeler.
10. Okay, we are now going to use those videos in layout to make our MoCap data. Open up Lightwave Layout and load in the object called “Movie setup.” Once you do that, save your scene as “MoCap setup.” Now we are going to add a null. Click the null button highlighted in red in Example12. Name the null as “Head_Top.” Change the “Item shape” to ball as shown in Example 12 and scale it down to 20mm. Once you are done, you are going to repeat this same step, but instead of giving all the nulls the same name, you are going to name each null as follows:
Okay, now that you have each null named and they have an item shape
we are now going to place each null with a specific name to a
specific location. Use Example13 as a guide to
place the nulls you named to a specific location.
Okay, now here is the long part. What you have to do now is go to
every new key frame, and when you see the background video of
yourself in a new position, you have to place the nulls you named
in the new position according to the videos.
Example14 and Example15 will show
the differences in the keyframes.
I hope this tutorial has been helpful to you. If you have had any trouble reading this, you can download the files from this lesson, here.
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Since the age 16, Newhere has always had an eye for the 3d element. For many years, Newhere has worked with 3d graphics Using Lightwave's tools to create his own characters and environments. His real interest in 3d modeling was first discovered when he found some 3d images online and was fascinated by 3d human models done by the artists of Renderosity.
January 28, 2008
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I am not a lightwave user, but I think you've described a slightly different technique for rotoscoping. I dig rotoscoping a lot, although in the end you still have to double check your animations and add a little more to it to make it look cooler. Nice article :p