Another VaM alternative for animation motion capture ?

Luxi0r27

Active member
Messages
67
Reactions
99
Points
33
Hello,

I learned how to create animations with the timeline and vam plugins using VR by doing motion capture with the atom.

Do you know of a program or addon that would allow me to make animations like VaM?

An unreal engine plugin? Blender? Others program? Github?

Thank you :)
 
Free- Blender, Source Filmmaker
Unity???
Daz studio??
Unreal engine?
Paid _ any other 3D app like Maya, Cinema 4d, Modo, Lightwave 3D etc.
 
Ops I didn't indicate that the type of software is more like motion capture in VR (like VaM with vr+ plugin timeline).
On Blender or others, I haven't seen any addon or other that would allow you to animate in real time in VR.
 
?I think there's just the timeline plugin that has that real time function with/in vam.
 
I haven't seen anything as easy to make 3D VR animations quickly other than VaM. I actually think VaM could be marketed as a 3D animation program to the masses.
 
i you have some kind of second tier tracking system or even estimation tracking on pico or quest,
you can use mocap fusion, it is a steamvr game/app that lets you record and export mocap into various formats,
i am just adding here bevause it's kind of obscure.

also don't forget about driver4vr pupeteer dlc, it's an estimation tracking system with a twist, i used it successfuly with pico 4.
 
I looked at mocap fusion and driver4vr but they both don't really seem that great for full body mocap. Still waiting for a killer app or program that can do that and work with VaM.
 
I looked at mocap fusion and driver4vr but they both don't really seem that great for full body mocap. Still waiting for a killer app or program that can do that and work with VaM.
what hardware do you have for tracking ? quest pico ? kinect ? vive ?
 
i think that the environement your are recording mocap in counts a lot,

1:/ fix the walking stance, using colision floors, getting heels or feet fixed with colliders via plugins like shoe helper, or heeladjust, once you foot dont sink and have nice colision
2:/ longer legs slightly bent would give nicer walking gait, morph used leg lenght.
3:/ sitting actually here you have to find the perfect chair or sofa, with depth/height perfect for not breaking the stand>sit and sit>stand.
4:/hip rotation IMU is a must, positional tracking for hip not that important. it can be handled by estimation. and physix.
5:/ hand position again shorter arms are better so the controller actually pull on the arms and shoulder and gives shockwaves to the rest of the arm addind movement..

etc.. it's not about mocap perfect resititution but more about pupeteering skills..
or else you need to buy a super expensive mocap suit..
 
Last edited:
Back
Top Bottom