VR Full Body Tracking to Motion Capture for Genesis in 2023/24?
Diaspora
Posts: 440
Long story short, HTC just came out with their full body tracking solution that is the only FBT solution to ever exist that is optically self tracking (doesn't require any external IR emitters, doesn't only rely on IMUs).
I've been interested in getting into motion capture and I think I'm finally gonna go for it.
Other than Steam VR stuff though, I would like to use it for basic motion capture in DAZ Studio (my target figures being Genesis 2 platform),
So, what's a good workflow for getting SteamVR FBT data into DAZ Studio as motion capture data?
Comments
Does this SteamVR FBT data have a means to export to BVH or FBX?
I think it could, thank you for the lead.
If I could get the SteamVR data to export as BVH or FBX, where could I go then?
If you're going to use it for just basic animations of a single character, consider Move One from move.ai
And there will still be the matter of retargetting the mocap to whatever Daz figure you plan on using.
You will likely need to use a third party software to convert any of the new AI or VR mocap systems data into a Daz genesis compatible BVH for import into Daz studio.
A tool such as Motion builder or possibly Reallusion Iclone.