Rokoko Motion Capture
Caligo
Posts: 18
Wanted to learn motion capture, and I was wondering if anyone is familiar with this program? It sounds expensive awesome and I've seen quite a few videos on it + DAZ3D. But it's always been outside of Daz.
Have you guys tried this one? And is it possible to use these animations BACK in Daz for rendering and such?
Comments
Haven't seen this for sometime, looks like it came a long way. As far as expsneive, then I would expect it creates some really good mocap, and with that you could recoupe that investment if you know how to sell them.
Haha, totally! I just don't want to dish out so much money only to have issues with reimporting animations back into Daz.
from what I can gather reading what other's post, since I cannot afford either, Mobu is the best way to get them into DAZ
Mobu is probably the best for what it does, but given how limited its functionality is, it's kind of shocking how expensive it is.
@Gordig
Autodesk motionbuilder does not have "limited" functionality.
it is compatible with nearly every mocap system in the world and easily adapted to propritery systems ,via its SDK, to support capturing from quadripeds,birds etc.
ALL of the major VXF houses from the "Framestore"(Avengers)
to Weta Digital(Avatar) uses motionbuilder
Most of the major game dev companies as well
If you invest in a Rokoko capture suit to use with Daz genesis, you will need a separate software that can parse the mocap and retarget it to the Genesis Rigs and convert it to exportable BVH .
Your options are, of course, MOBU.
or...RL 3DX
or you can use the free ROKOKO plugin for Blender to retarget
the motion to G8 and render in Cycles or EEVEE.
I see! Thanks everybody for the advice! I suppose I'll invest in Rokoko, then I'll probably give the Blender plugin a try since I'm pretty familiar with Blender. But I'd still like to look into MOBU.
@wolf359 all I meant by "limited functionality" is that it's a highly specialized program, in that it doesn't do very much, regardless of how well it does it. It's more expensive than Maya, which is quite capable for animation on top of all its other functionality.
I feel ya, Wendy. But Maya Indie works well, too, and is $289 per year the last time I checked. There's also the newly released Houdini 19, which also has an indie version for a similar price, and with the new emphasis on character animation in KineFX, has some cool new features like procedural secondary motion.
In true Boromir fashion, "One does not simply learn Houdini", I know, but it is becoming just too powerful to not at least consider...
I would point out that Motionbuilder bakes much, much faster than Maya, is more stable, and Maya still doesn't have all the filters that MoBu does, irrelevant until you really need one of the missing ones.
This.
If a particular software makes the difficult easy or the impossible merely difficult, the cost can easily be justified as the difference between the project going forward as you envisioned it, or as something that you're not really satisfied with. I don't appreciate having to pay for MD, but... it works like black magic and "I got 99 problems, but cloth sim ain't one of them".
I was going to disagree with you because of the massive price difference, but then it became apparent to me that I had never looked at enterprise pricing. That is still a very important difference, though. $39/month for MD is quite manageable for a hobbyist like me, but there is no such hobbyist pricing for Mobu, which is nearly quadruple the price.
edit: MORE than quadruple the price, actually. Mobu is even more expensive than I remembered.
@Gordig , Hobbyists do not have teams of professional mocap performers
including live horses etc. that need to be captured and parsed all at once.
You are not MOBU's target Demographic.
Hobbyists need to understand something.
for major film VFX houses like ILM
or game companies like Epic or ubisoft,
the single largest expense is the cost of paying the highly skilled labor.
The cost of paying for the Maya,MOBU,Houdini Licenses are nothing by comparison.
Honestly IMHO a Daz hobbyist "needs" MOBU like suburban houswife "needs" a formula one race car.
MOBU is purely designed for $$ expensive$$human mocap systems that can capture multiple actors (face and body at the same session), including holding weapons etc.
I get it ..some daz users may invest in a Rokokko mocap suit (over $ 1000 USD ?)
in that case, a one time outlay of about $550 USD for a perpetual license of iclone& 3DX pipeline is a more reasonable option for parsing the capture data & generating Daz studio compatible BVH.
Both Rokoko and Noitom mocap suits can be used to generate BVH files that can be directely imported into DAZ. It is best to use Genesis 1 figures for import process. I've posted how to do the import on other threads here at DAZ.
I have an Optitrack mocap rig, and I've been using Reallusion 3DXchange to retarget bvh files I generate to work with iClone and Daz, and I'm pretty happy with the results.
That's never stopped me before.
Mobu is not CONTRARY to the needs of a hobbyist or novice the way a formula one car is for a housewife. Where would she put the groceries? Also, they're not street legal, so she wouldn't even be able to leave the house unless she and all the places she might need to visit happened to be on a designated race track. A hobbyist can still make use of Mobu - I know I did - even if they're not able to take full advantage of all its functionality. A closer analogy would be something like a Parker Fly: they were expensive, very technologically advanced guitars with features that a novice might not use or even understand, but they were also just great guitars to play.
You're assuming the conclusion. Mobu costs as much as it does because that is how much Autodesk has decided to charge for it. It's worth asking why Autodesk made Maya Indie, and why there is no comparable indie/hobbyist option for Mobu as well. To go back to your earlier point about skilled labor being the largest expense of a studio, dwarfing the licensing of software, how would someone get good with Mobu in the first place if they've decided to price it out of the reach of hobbyists and novices? Again, Mobu is still useful even if one doesn't have a full suite of mocap suited actors.
you just contradicted your previous claim that MOBU was overpriced for what it does.
If you are not using it to parse and retarget your own mocap data from a physical capture system,
then it is only really useful for retargeting third party mocap data that already exists
( mixamo etc) via the autodesk HIK control rig system.
There are already less expensive ways( other than paying a MOBU sub) to retargted existing mocap data to your iclone,poser or daz Characters ,as I demonstrate
with several videos on my youtube channel
Maya is a full 3DCC like blender or C4D where a single artist can be very productive in many aspects of production from modeling ,riggging, to VFX simulations.
MOBU is a specialized tool for a very specialized task and has no equal
in the industry ATM.