Step-by-Step

Post Processing

Overview

Once you have captured all your data, then you only have a few steps remaining before you can export it to be used in Maya.

  • Load into Post-Processing
  • Reconstruct 3D Markers
  • Auto-Label Markers
  • Filter + Fill Gaps
  • Solve Motion
  • Export

Load into Post-Processing

The first step is to load the data into post-processing

  • Open the Data Management window
  • Double-click on the blue circle, with the cross, against the name of the capture that is going to be processed (this will load it ready for Post Processing)
  • Click the Post Processing ribbon and then click the Tracking Layout button to show the windows ready for processing the data

Reconstruct 3D Markers

The first step is to reconstruct the postions of the markers; there are 3 options for reconstruction and we are simply going to use the first

Reconstruct Markers
  • Under the Post Processing ribbon
  • Click the Reconstruct button, this should process the 2D data and turn it into 3D data
Reconstruct Progress

Auto-Label Markers

Next, we need to label the markers throughout the sequence; since we have the actor's skeleton we should be able to do this mostly automatically (as we know where the markers are based on their relative position on the skeleton)

  • Under the Post Processing ribbon
  • Click the Auto Label button, this should label the 3D markers
Auto Label Markers

Fill Gaps

By clicking on Workspace tab and then the Data Health button we can see how well each marker was captured. A gap (black section) indicates that the trajectory for that marker is missing over time. In order to fix most of the small gaps, we can use "Fill Gaps" process

Note: If you find that there are large chunks of data missing you have two options: (1) if the chunks are very large, and many markers are affected, then you should consider recording that animation again - no amount of guessing will help you if there just isn't sufficient data. (2) you can manually go in and fill in the gaps either using a manual fill gaps method, or actually creating/editing/adjusting the trajectory curve itself - please see Vicon Blade → Tabs → Editing Keys for more information about this step

Solve Motion

Once the gaps have been filled, the process is completed by using "Solve Motion" - this essentially takes the information from the 3D marker data, uses the subject's skeleton (*.vsk), and provides us with joint rotations (which can then be used in other programs). To do this we simply go to the Post Processing tab, and then select Solve Motion. If everything worked out correctly you will now see the subject's skeleton in the 3D view window following (for each frame) the positions of the markers

Solve Motion

Export

Once we have a proper skeleton motion, we can export the skeleton animation to an FBX file

Export File
  • Under the top section, next to the main button, click on Export File
  • Select a directory location and a filename
  • Select the Files of Type and select FBX Motion (*.fbx)
  • Under Options, check the Export Active Clip Only
  • Under Rate, select the appropriate rate you need (30 or 60 frames per second is usually sufficient)
  • Press Export

Warning: If the animation of the skeleton contains errors when it is imported into Maya, which did not exist when viewed in Blade, try changing the Rate to "Current" and exporting the FBX file again

Export Options