Show HN: A tool for motion-capturing 3D characters using a VR headset
103 points| diegomacario | 3 years ago |diegomacario.github.io
Most people don't realize that VR headsets have become really capable motion capture platforms, so we decided to release this tool to bring motion capture into the hands of everyone who owns a headset.
With a cheap Quest 2 you can capture your hands using the headset's hand-tracking feature and your head. With an expensive Quest Pro you could capture your facial expressions using the headset's eye and face-tracking features.
Thanks for checking this project out! I'm here to answer questions if you have any.
endergen|3 years ago
I started to build something like this early last year, but got too busy with another pet project and having a baby. Here's some demos and notes if you're interested. https://twitter.com/convey_it/status/1433163282597171200
diegomacario|3 years ago
Keyframe|3 years ago
Any more on this?
As for hands - is it able to track hands and fingers only or also an object within a hand? I can see this being useful to 'puppeteer' a 3D object by hand used as a proxy of it... Or a simple object within a hand.
Outside of maybe a cliff-climbing game I struggled with finding a reason for buying a headset at all. This seems like a plausible use for animation.
diegomacario|3 years ago
Our tool could record those facial expressions into an Alembic file.
And as for holding objects, our tool could capture those too. Meta's Interaction SDK is excellent. Here's another sample they provide: https://youtu.be/WS4vtcwm8Zw?t=1
And I have to say that the cliff-climbing game is really fun.
pronlover723|3 years ago
I haven't much of a clue on motion capture. But, the capture I want to do requires feet, hands, face, shoulders, arms, knees, fingers, AND the ability to do it in any position. Curl up in ball. Roll over on the floor. I want to capture more than just a head and hands upright but AFAIK there's no solution under $20k.
See user name. if I want to make pr0n, I need to be able to capture those positions. Is there anything that can do it on the cheap?
csande17|3 years ago
Have you tried getting a bunch of Kinects and doing some kind of sensor fusion? I don't know what the current state of the software is but you can buy the hardware for <$100 each used.
Mindwipe|3 years ago
Not open source but pretty cheap and does 80% of what you want, especially if you combined it with this.
daniel_iversen|3 years ago
diegomacario|3 years ago
Animating hands by hand (no pun intended) is horrendously difficult, so our 3D artist asked if we could help.
We built this within Shopify's Spatial Commerce team, which is a team that explores the intersection between AR/VR and commerce. Here are some of our other projects:
https://twitter.com/StrangeNative/status/1544666221181734912... https://twitter.com/StrangeNative/status/1562450155080597505...
ngokevin|3 years ago
diegomacario|3 years ago
madlag|3 years ago
diegomacario|3 years ago
Our library is not the best at that, since it simply records everything to Alembic files, which are quite heavy.
Best of luck with Explayn. I really like the idea of learning from mocapped lessons.
Scalene2|3 years ago
cmehdy|3 years ago
I assume the hand capture (+ head position) doesn't give you enough to apply inverse kinematics reliably (i.e. better than VRchat), is that correct? It's a naive assumption on my part given that wrists aren't captured, but perhaps there are really smart ways to solve this. It feels like it could be a "next step" to have upper-body motion capture.
klaussilveira|3 years ago
diegomacario|3 years ago
karim79|3 years ago
Mindwipe|3 years ago
Scalene2|3 years ago
Scalene2|3 years ago