On Jun 5, 5:53=A0am, Richard Brooks <richardbro...@[EMAIL PROTECTED]
> wrote:
> Dave the Funkatron said the following on 05/06/2008 03:00:
>
>
>
>
>
> > Hey all,
>
> > I have some general questions about how to turn raw optically captured
> > marker data into an actual skeletal animation. It seems like several
> > problems can pop up along the way. This is all probably elementary
> > stuff, but so I think I just need a ****ge toward some tools,
> > techniques, research papers, etc.
>
> > First, the skeletal segments are generally treated as rigid, but the
> > human body (at least the flesh part) is rather deformable. So, markers
> > tend to slide around on the body, if ever so slightly. So, if I try to
> > fit a rigid skeleton to that data, I won't be able to find an exact
> > solution. Well, I can get a best fit, but the fit between adjacent
> > poses in the time-line might be quite different and so I would get
> > discontinuities in the animation.
>
> > Another issue is that I might actually lose a marker or two along the
> > way, and have to fill in the data along the way. It seems common
> > enough to interpolate in these cases, but that also has an effect on
> > the best fit, and might cause more discontinuity.
>
> > I'm sure that there are other problems that I have not even thought
> > of.
>
> > It seems like people would have run into these problems before, though
> > I can't seem to find any research papers on the subject. I have been
> > told that tools like Motion Builder can do some clean-up, but is not a
> > bullet-proof solution. So, can anyone suggest alternatives or places
> > to start looking?
>
> > Thanks.
>
> > Dave
>
> Maybe some kindly student soul could take the data, im****t it into a
> 'home brewed' program which can do some mathematics on the data? =A0It
> shouldn't be hard to do as audio editors do the same sort of thing
> with low-pass filtering and click removal. =A0The data can then be
> written back out to a file in the same format as the original and
tested.-=
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Well, low-pass filtering can fix pops that are only a frame or two in
duration, but they also remove other details, and they don't fix long
durations of this sort of artifact,


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