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
- Under the Post Processing ribbon
- Click the Reconstruct button, this should process the 2D data and turn it into 3D data
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
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
Export
Once we have a proper skeleton motion, we can export the skeleton animation to an FBX 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