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Kinect Motion Capture
    for Filmmaking
         3/23/13
How does the Kinect work?




                            Photo by y3rdua
Getting Started: Hardware
You will need:
• A Kinect, or generic equivalent such as the Asus Xtion
• USB/AC adapter cable, if you have a Kinect that was bundled
  with the Xbox (don’t buy the Microsoft adapter, the cheap ones
  work fine)
• Enough space to perform
Getting Started: Software

OpenNI driver bundle:
simple-openni.googlecode.com

KinectToPin:
kinecttopin.com
Two competing SDKs
OpenNI
• Free and open source
• Works with all models of Kinect as well as other devices such as the Asus Xtion.
• Cross platform – even supports ARM processors and Android


Microsoft (official) SDK
• More tracking points
• Estimates occluded joints and hand/foot rotation
• Special case capture modes (seated figure etc.)
• Only works with Kinect For Windows – on Windows
KinectToPin
Kinect Motion Capture for After Effects
What is KinectToPin?



                              +
       A standalone motion
                                  A UI panel for After Effects
        capture application
Rig 2D character models in 3D
“Working Backwards”

Traditional Animation                 Motion Capture Workflow
1. Start with scene already           1. Start with full color, full-motion
    storyboarded and timed out           characters
2. Create sketches of key poses for   2. Refine blocking and movement;
    each character                       add facial animation
3. Add in-between drawings for        3. Choose shots and timing of
    movement                             edit, add camera moves
4. Color and composite characters     4. (Optional) Re-record any
    in final scene                       performances that aren’t working
“Working Backwards”



Think of it like working with raw footage.
Character Design
2D models in 3D space
Why multi-layered characters?

Single-layer model:   Multi-layered:
Design Tips
• “Break” your model at every
  joint.
• Build in overlap so joints have
  room to rotate without
  disconnecting.
• Parts that fall in front of and
  behind another layer (e.g. the
  hair of the model at left)
  should be two layers.
• The hands, feet and head can
  each have multiple elements.
Cutouts
Raster-based characters drawn or cut out of existing images or photographs.


• Work big if you want to be able to zoom in on your characters
• When cutting out layers, use “Refine Edge” to smooth your
  edges and clean up any extra junk that got selected
• Clone/heal/paint in portions that will be missing or problematic
  when the model changes pose
Vector-Based Characters
Drawn with math, not pixels. Easier to break into layers – but watch out.


• Can be built in Illustrator, Photoshop or with AE Shape Layers
• Vector-based characters are not infinitely scalable as you’d
  expect: rigging with AE’s Puppet Tool generates a mesh at a set
  resolution.
• Building puppets with vector layers adds an extra step: they
  need to be precomposed before rigging.
Motion Capture
Recording with KinectToPin
Setting up your space to record




                6 – 10 feet
Capturing
• Record 15-point 3D skeletal
  tracking data
• Capture in sync to dialogue
• Remote control with a standard
  presentation remote
• Open source and cross-platform:
  runs on OpenNI, built in
  Processing, also works with
  generic sensors like the Asus
  Xtion
Acting for Kinect
• The Kinect can’t record what it can’t see.
   • Keep your entire body in the camera’s range
   • Face the camera when capturing
   • Watch out for occluded joints (sitting down, putting your hands behind
     your back etc. can cause it to lose the track)
• It’s surprisingly good at picking up subtle posture shifts, but not
  smaller motions like laughter.
• Use a different performer for each character if possible
Data formats for export
KinectToPin can output quite a few data, but the ones we’ll be
using today are:
• XML (Native recording format, no export required)
• After Effects 3D Point Controls (CS5.5+)
• After Effects 2D Point Controls (CS4+)

Tip: Edit KinectToPin’s settings.txt file to choose your output
formats.
Lunch.
Importing tracking data
Native import or copy & paste
Meet the KinectToPin UI Panel.
• Create character
  templates
• 2D and 3D setups
• Native XML import
  (SLOW)
• Automatically add
  expressions to smooth
  tracking data
• Automate rigging
The Puppet Tool
THREE OR MORE PINS ON ONE LAYER:   TWO PINS EACH, MULTIPLE LAYERS:
Elbows don’t bend this way. Ow.    Rotation with stretch and squash!
AE Puppet best practices
• Work BIG. Start high-res, scale down in the puppet comp, then
  scale back up in the project comp (enable Collapse
  Transformations).
• Precompose if you’re using vectors or shape layers
• Keep multiple angles of the same character in sync

                      High-res
    Start big.        Character
                       Layers
                                             Project Comp
                                                            End big.
                                   Rigging
                                  Template
Character Rigging
Using the KinectToPin UI panel
Retargeting for arbitrary character
shapes
It’s easy!
Just grab a red control null and move it to the appropriate
position.
Quick auto-lip sync
1. Select audio layer and choose
“Convert Audio to Keyframes.”
Quick auto-lip sync
2. Alt-click the stopwatch to add an expression. Use the
pickwhip to connect the audio keyframes to the mouth animation.
Quick auto-lip sync
3. Size the audio data to fit. Use this expression:

      audio = [your audio keyframes];
      linear(audio,sourceMin,sourceMax,targetMin,targetMax)
         Lowest value of source data

                         Highest value of source data

                                        Closed mouth (probably 0)

                                                        Widest possible open mouth
One last thought:

Embrace the limitations of
      the format.
Further non-K2P tools

FREE                                  COMMERCIAL
Brekel Kinect                         iPi Soft
   Open-source capture for 3D            Uses two Kinects to record
   animation (Windows-only)              www.ipisoft.com
   www.brekel.com

                                      NI Mate
Duik
                                         Kinect for OSC/MIDI/Blender
   Inverse kinematics plugin for AE
                                         www.ni-mate.com
   www.duduf.net
Get in Touch
Victoria Nece
www.victorianece.com
@FakeGreenDress

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K2P workshop 3-23-13

  • 1. Kinect Motion Capture for Filmmaking 3/23/13
  • 2. How does the Kinect work? Photo by y3rdua
  • 3. Getting Started: Hardware You will need: • A Kinect, or generic equivalent such as the Asus Xtion • USB/AC adapter cable, if you have a Kinect that was bundled with the Xbox (don’t buy the Microsoft adapter, the cheap ones work fine) • Enough space to perform
  • 4. Getting Started: Software OpenNI driver bundle: simple-openni.googlecode.com KinectToPin: kinecttopin.com
  • 5. Two competing SDKs OpenNI • Free and open source • Works with all models of Kinect as well as other devices such as the Asus Xtion. • Cross platform – even supports ARM processors and Android Microsoft (official) SDK • More tracking points • Estimates occluded joints and hand/foot rotation • Special case capture modes (seated figure etc.) • Only works with Kinect For Windows – on Windows
  • 7. What is KinectToPin? + A standalone motion A UI panel for After Effects capture application
  • 8. Rig 2D character models in 3D
  • 9. “Working Backwards” Traditional Animation Motion Capture Workflow 1. Start with scene already 1. Start with full color, full-motion storyboarded and timed out characters 2. Create sketches of key poses for 2. Refine blocking and movement; each character add facial animation 3. Add in-between drawings for 3. Choose shots and timing of movement edit, add camera moves 4. Color and composite characters 4. (Optional) Re-record any in final scene performances that aren’t working
  • 10. “Working Backwards” Think of it like working with raw footage.
  • 13. Design Tips • “Break” your model at every joint. • Build in overlap so joints have room to rotate without disconnecting. • Parts that fall in front of and behind another layer (e.g. the hair of the model at left) should be two layers. • The hands, feet and head can each have multiple elements.
  • 14. Cutouts Raster-based characters drawn or cut out of existing images or photographs. • Work big if you want to be able to zoom in on your characters • When cutting out layers, use “Refine Edge” to smooth your edges and clean up any extra junk that got selected • Clone/heal/paint in portions that will be missing or problematic when the model changes pose
  • 15. Vector-Based Characters Drawn with math, not pixels. Easier to break into layers – but watch out. • Can be built in Illustrator, Photoshop or with AE Shape Layers • Vector-based characters are not infinitely scalable as you’d expect: rigging with AE’s Puppet Tool generates a mesh at a set resolution. • Building puppets with vector layers adds an extra step: they need to be precomposed before rigging.
  • 17. Setting up your space to record 6 – 10 feet
  • 18. Capturing • Record 15-point 3D skeletal tracking data • Capture in sync to dialogue • Remote control with a standard presentation remote • Open source and cross-platform: runs on OpenNI, built in Processing, also works with generic sensors like the Asus Xtion
  • 19.
  • 20. Acting for Kinect • The Kinect can’t record what it can’t see. • Keep your entire body in the camera’s range • Face the camera when capturing • Watch out for occluded joints (sitting down, putting your hands behind your back etc. can cause it to lose the track) • It’s surprisingly good at picking up subtle posture shifts, but not smaller motions like laughter. • Use a different performer for each character if possible
  • 21. Data formats for export KinectToPin can output quite a few data, but the ones we’ll be using today are: • XML (Native recording format, no export required) • After Effects 3D Point Controls (CS5.5+) • After Effects 2D Point Controls (CS4+) Tip: Edit KinectToPin’s settings.txt file to choose your output formats.
  • 23. Importing tracking data Native import or copy & paste
  • 24. Meet the KinectToPin UI Panel. • Create character templates • 2D and 3D setups • Native XML import (SLOW) • Automatically add expressions to smooth tracking data • Automate rigging
  • 25. The Puppet Tool THREE OR MORE PINS ON ONE LAYER: TWO PINS EACH, MULTIPLE LAYERS: Elbows don’t bend this way. Ow. Rotation with stretch and squash!
  • 26. AE Puppet best practices • Work BIG. Start high-res, scale down in the puppet comp, then scale back up in the project comp (enable Collapse Transformations). • Precompose if you’re using vectors or shape layers • Keep multiple angles of the same character in sync High-res Start big. Character Layers Project Comp End big. Rigging Template
  • 27. Character Rigging Using the KinectToPin UI panel
  • 28. Retargeting for arbitrary character shapes
  • 29. It’s easy! Just grab a red control null and move it to the appropriate position.
  • 30. Quick auto-lip sync 1. Select audio layer and choose “Convert Audio to Keyframes.”
  • 31. Quick auto-lip sync 2. Alt-click the stopwatch to add an expression. Use the pickwhip to connect the audio keyframes to the mouth animation.
  • 32. Quick auto-lip sync 3. Size the audio data to fit. Use this expression: audio = [your audio keyframes]; linear(audio,sourceMin,sourceMax,targetMin,targetMax) Lowest value of source data Highest value of source data Closed mouth (probably 0) Widest possible open mouth
  • 33. One last thought: Embrace the limitations of the format.
  • 34. Further non-K2P tools FREE COMMERCIAL Brekel Kinect iPi Soft Open-source capture for 3D Uses two Kinects to record animation (Windows-only) www.ipisoft.com www.brekel.com NI Mate Duik Kinect for OSC/MIDI/Blender Inverse kinematics plugin for AE www.ni-mate.com www.duduf.net
  • 35. Get in Touch Victoria Nece www.victorianece.com @FakeGreenDress

Notas del editor

  1. Why DIY MoCap?Motion capture is now cheap and accessibleNo longer need a giant studioIt’s FAST.Ideal use cases: short-turnaround animation, rapid prototyping etc.
  2. Microsoft SDK vs. OpenNI
  3. Can add multiple motion tracks and duplicate nullsPin names need to match control nulls
  4. 2D vs. 3D: Avoiding the “Uncanny Valley”Awesome glitches