Re: OT: GearVR + Mocap Suit = Full Body in VR

2016-08-11 Thread Adam Sale
Very cool!

Thanks for the updates!

On Wed, Aug 10, 2016 at 10:54 AM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> Thank you for sharing!!! THIS IS SO PROMISING!!! CanĀ“t wait to see more of
> your development.
> Congrats!
>
> On Wed, Aug 10, 2016 at 1:44 AM, Enter Reality <3dv...@gmail.com> wrote:
>
>> Hey guys,
>>
>> I did some test yestarday and I'm blown away by the results!
>>
>> Latency from the suit heavily reduced and enhanced experience, this suit
>> is really surprising me with its results :D
>>
>> Enjoy the videos
>>
>> Lightroom Test Scene
>> 
>>
>> Dark Souls Style Optimized Scene
>> 
>>
>> Cheers
>>
>> Nicolas
>>
>> 2016-08-06 9:58 GMT+02:00 Enter Reality <3dv...@gmail.com>:
>>
>>> Hey Adam,
>>>
>>> Thanks for the tips on Xsens
>>>
>>> I did some further tests and I was blown away by the results...basically
>>> I'm using the same smartphone I'm using as a VR device ( S7 Edge ) as a
>>> router wifi using 4g, and the latency between the real movement and the VR
>>> movement has been reduced by a lot! It's like being connected with the USB
>>> cable and the feedback is truly amazing!
>>>
>>> So instead of carrying around my tower pc, the router and so on
>>> currently I can bring just the laptop and that's it!
>>>
>>> I'm quite sure that, in order to demonstrate the lag, a First Person
>>> Shooter demo can be done just for playtesting, but what comes next will be
>>> the real challenge for me ( NDA at the moment, but I'll probably share
>>> something during the next couple of weeks )
>>>
>>> Perception Neuron does not support multi-level and the setup is a bit
>>> time consuming, but overall I'm very satisfied with the results...also
>>> considering that this is a side project I'm developing and I was able to
>>> have a wireless experience without using expensive tech or optical tracking.
>>>
>>> Nicolas
>>>
>>> 2016-08-05 23:17 GMT+02:00 Adam Sale :
>>>
 Hi again Nicolas. I haven't had the chance to test on a fast desktop
 yet, was running the suit off of a Surface Pro 3 for an overseas job I just
 had.

 There was some slight delay in dealing with MVN studio and
 Motionbuilder realtime. Again, I want to test with the vive on a higher end
 machine to be able to truly comment. I don't think the latency was as bad
 as what I saw in your video, bit it was still there. I will be back at work
 in the next couple of weeks and do some more tests then. Will post back in
 this thread.

 One thing I like with the XSens, is how quick it is to setup. Doesn't
 lose calibration easily, unless there is significant magnetic interference.
 There is a debug mode where you can find the 'zones' where the tracking
 breaks down.

 The multi level feature is one of the best features of the XSens suit.
 I've been able to do climb three level homes with the laptop in the
 basement, and still get exceptional tracking. Using the terrain around us
 is such a big plus with these kinds of suits.

 Adam

 On Thu, Aug 4, 2016 at 11:35 PM, Enter Reality <3dv...@gmail.com>
 wrote:

> Hi Adam!
>
> Based on your tests with the Xsens suit, is the streaming of the mocap
> data almost realtime or there is a delay similar to the one you see in my
> video?
> I know that they work using similar IMU-based sensors, but since the
> price difference between them is alsmot 1 to 10 I was thinking to do the
> upgrade in a couple of months, but if I have the same delay I'll stick 
> with
> the one I own :)
>
> 2016-08-04 23:49 GMT+02:00 Adam Sale :
>
>> That's very cool, Nicolas. We've been building up our hardware assets
>> for just this kind of thing. I'm excited to test out Xsens and the Vive
>> with Unity or Unreal. Thanks for sharing!
>>
>> Adam
>>
>> On Thu, Aug 4, 2016 at 1:47 PM, Fabricio Chamon 
>> wrote:
>>
>>> ok thanks a lot for the deep explanation Nicolas.. All I need is a
>>> quick way to get acceptable mocap results to feed into my own crowd
>>> workflow. >From your description it seems that after some trial and 
>>> error
>>> one is able to get it going and produce some decent animations. For the
>>> price maybe it's worth a try,
>>> thanks again.
>>>
>>> 2016-08-04 11:19 GMT-03:00 Enter Reality <3dv...@gmail.com>:
>>>
 Hi Fabricio,

 If you take a look at the forum there are quite a lot of people
 complaining about lots of stuff, but it's also true that with 1500$ you
 won't get a super-professional product, even if I can say that the 
 money I
 spent were well spent ( I backed the kickstarter campaign and got 2 of 
 

Re: OT: GearVR + Mocap Suit = Full Body in VR

2016-08-06 Thread Enter Reality
Hey Adam,

Thanks for the tips on Xsens

I did some further tests and I was blown away by the results...basically
I'm using the same smartphone I'm using as a VR device ( S7 Edge ) as a
router wifi using 4g, and the latency between the real movement and the VR
movement has been reduced by a lot! It's like being connected with the USB
cable and the feedback is truly amazing!

So instead of carrying around my tower pc, the router and so on currently I
can bring just the laptop and that's it!

I'm quite sure that, in order to demonstrate the lag, a First Person
Shooter demo can be done just for playtesting, but what comes next will be
the real challenge for me ( NDA at the moment, but I'll probably share
something during the next couple of weeks )

Perception Neuron does not support multi-level and the setup is a bit time
consuming, but overall I'm very satisfied with the results...also
considering that this is a side project I'm developing and I was able to
have a wireless experience without using expensive tech or optical tracking.

Nicolas

2016-08-05 23:17 GMT+02:00 Adam Sale :

> Hi again Nicolas. I haven't had the chance to test on a fast desktop yet,
> was running the suit off of a Surface Pro 3 for an overseas job I just had.
>
> There was some slight delay in dealing with MVN studio and Motionbuilder
> realtime. Again, I want to test with the vive on a higher end machine to be
> able to truly comment. I don't think the latency was as bad as what I saw
> in your video, bit it was still there. I will be back at work in the next
> couple of weeks and do some more tests then. Will post back in this thread.
>
> One thing I like with the XSens, is how quick it is to setup. Doesn't lose
> calibration easily, unless there is significant magnetic interference.
> There is a debug mode where you can find the 'zones' where the tracking
> breaks down.
>
> The multi level feature is one of the best features of the XSens suit.
> I've been able to do climb three level homes with the laptop in the
> basement, and still get exceptional tracking. Using the terrain around us
> is such a big plus with these kinds of suits.
>
> Adam
>
> On Thu, Aug 4, 2016 at 11:35 PM, Enter Reality <3dv...@gmail.com> wrote:
>
>> Hi Adam!
>>
>> Based on your tests with the Xsens suit, is the streaming of the mocap
>> data almost realtime or there is a delay similar to the one you see in my
>> video?
>> I know that they work using similar IMU-based sensors, but since the
>> price difference between them is alsmot 1 to 10 I was thinking to do the
>> upgrade in a couple of months, but if I have the same delay I'll stick with
>> the one I own :)
>>
>> 2016-08-04 23:49 GMT+02:00 Adam Sale :
>>
>>> That's very cool, Nicolas. We've been building up our hardware assets
>>> for just this kind of thing. I'm excited to test out Xsens and the Vive
>>> with Unity or Unreal. Thanks for sharing!
>>>
>>> Adam
>>>
>>> On Thu, Aug 4, 2016 at 1:47 PM, Fabricio Chamon 
>>> wrote:
>>>
 ok thanks a lot for the deep explanation Nicolas.. All I need is a
 quick way to get acceptable mocap results to feed into my own crowd
 workflow. >From your description it seems that after some trial and error
 one is able to get it going and produce some decent animations. For the
 price maybe it's worth a try,
 thanks again.

 2016-08-04 11:19 GMT-03:00 Enter Reality <3dv...@gmail.com>:

> Hi Fabricio,
>
> If you take a look at the forum there are quite a lot of people
> complaining about lots of stuff, but it's also true that with 1500$ you
> won't get a super-professional product, even if I can say that the money I
> spent were well spent ( I backed the kickstarter campaign and got 2 of 
> them
> for a total of 1000$ )
>
> In general the suit works pretty good and I have been working with it
> since January...in order to speed up the recording and to put the 
> animation
> onto a character I created my own pipeline which right now allows me to
> record and process the animations in very short time.
>
> The time consuming part is at the beginning when you're start testing
> the entire setup ( lots of things can go wrong and will probably go wrong 
> )
> The calibration itself ( if followed properly ) gives good results,
> but the actual "virtual puppet" which is rapresented isn't a 1:1 copy of
> you, since you can choose only the height of the character, nothing else.
> Since it's a IMU based mocap suit there are issues when you try to
> clap or you two-hand a sword for example, but this is something which can
> be easily adjusted later inside Maya/MoBu.
>
> You can use two methods to record animation: via USB or via Wifi
> USB works every time and it takes 1 second to be connected, while Wifi
> connection is ( most of the time ) completely random, so sometimes 

Re: OT: GearVR + Mocap Suit = Full Body in VR

2016-08-05 Thread Adam Sale
Hi again Nicolas. I haven't had the chance to test on a fast desktop yet,
was running the suit off of a Surface Pro 3 for an overseas job I just had.

There was some slight delay in dealing with MVN studio and Motionbuilder
realtime. Again, I want to test with the vive on a higher end machine to be
able to truly comment. I don't think the latency was as bad as what I saw
in your video, bit it was still there. I will be back at work in the next
couple of weeks and do some more tests then. Will post back in this thread.

One thing I like with the XSens, is how quick it is to setup. Doesn't lose
calibration easily, unless there is significant magnetic interference.
There is a debug mode where you can find the 'zones' where the tracking
breaks down.

The multi level feature is one of the best features of the XSens suit. I've
been able to do climb three level homes with the laptop in the basement,
and still get exceptional tracking. Using the terrain around us is such a
big plus with these kinds of suits.

Adam

On Thu, Aug 4, 2016 at 11:35 PM, Enter Reality <3dv...@gmail.com> wrote:

> Hi Adam!
>
> Based on your tests with the Xsens suit, is the streaming of the mocap
> data almost realtime or there is a delay similar to the one you see in my
> video?
> I know that they work using similar IMU-based sensors, but since the price
> difference between them is alsmot 1 to 10 I was thinking to do the upgrade
> in a couple of months, but if I have the same delay I'll stick with the one
> I own :)
>
> 2016-08-04 23:49 GMT+02:00 Adam Sale :
>
>> That's very cool, Nicolas. We've been building up our hardware assets for
>> just this kind of thing. I'm excited to test out Xsens and the Vive with
>> Unity or Unreal. Thanks for sharing!
>>
>> Adam
>>
>> On Thu, Aug 4, 2016 at 1:47 PM, Fabricio Chamon 
>> wrote:
>>
>>> ok thanks a lot for the deep explanation Nicolas.. All I need is a quick
>>> way to get acceptable mocap results to feed into my own crowd workflow.
>>> >From your description it seems that after some trial and error one is able
>>> to get it going and produce some decent animations. For the price maybe
>>> it's worth a try,
>>> thanks again.
>>>
>>> 2016-08-04 11:19 GMT-03:00 Enter Reality <3dv...@gmail.com>:
>>>
 Hi Fabricio,

 If you take a look at the forum there are quite a lot of people
 complaining about lots of stuff, but it's also true that with 1500$ you
 won't get a super-professional product, even if I can say that the money I
 spent were well spent ( I backed the kickstarter campaign and got 2 of them
 for a total of 1000$ )

 In general the suit works pretty good and I have been working with it
 since January...in order to speed up the recording and to put the animation
 onto a character I created my own pipeline which right now allows me to
 record and process the animations in very short time.

 The time consuming part is at the beginning when you're start testing
 the entire setup ( lots of things can go wrong and will probably go wrong )
 The calibration itself ( if followed properly ) gives good results, but
 the actual "virtual puppet" which is rapresented isn't a 1:1 copy of you,
 since you can choose only the height of the character, nothing else.
 Since it's a IMU based mocap suit there are issues when you try to clap
 or you two-hand a sword for example, but this is something which can be
 easily adjusted later inside Maya/MoBu.

 You can use two methods to record animation: via USB or via Wifi
 USB works every time and it takes 1 second to be connected, while Wifi
 connection is ( most of the time ) completely random, so sometimes you're
 connected in 10 seconds while sometimes it takes up to 5 minutes...the
 developers themself are not sure why this is happening, which is great :D

 Once you're connected the only thing you need to take care of is to be
 away from magnetic source ( mobile phones, pc, and so on ).
 The software used to record the animation allows for some tweaking (
 hips fixed in place, smoothing and so on ) and in general it works quite
 good, also considering that there are dedicated plugins for UE4, Unity,
 Motion Builder and iClone.
 Since January the sensors got magnetized last week, but that happended
 because I constantly worked with my mobile phone in my hands or very close
 to them, so I'm experiencing some drifting while recording...to demagnetize
 you have to re-calibrate the sensors, which is a bit time consuming, but in
 20 minutes you're done.

 Overall I think that 1500$ for this suit are worthed if you don't need
 a super-high mocap suit, this is a very good solution for hobbyst but also
 for those who wants to create their own animation rather then paying
 someone else and probably giving away the amount of 4 suits.
 The tech issues 

Re: OT: GearVR + Mocap Suit = Full Body in VR

2016-08-05 Thread Enter Reality
Hi Adam!

Based on your tests with the Xsens suit, is the streaming of the mocap data
almost realtime or there is a delay similar to the one you see in my video?
I know that they work using similar IMU-based sensors, but since the price
difference between them is alsmot 1 to 10 I was thinking to do the upgrade
in a couple of months, but if I have the same delay I'll stick with the one
I own :)

2016-08-04 23:49 GMT+02:00 Adam Sale :

> That's very cool, Nicolas. We've been building up our hardware assets for
> just this kind of thing. I'm excited to test out Xsens and the Vive with
> Unity or Unreal. Thanks for sharing!
>
> Adam
>
> On Thu, Aug 4, 2016 at 1:47 PM, Fabricio Chamon 
> wrote:
>
>> ok thanks a lot for the deep explanation Nicolas.. All I need is a quick
>> way to get acceptable mocap results to feed into my own crowd workflow.
>> >From your description it seems that after some trial and error one is able
>> to get it going and produce some decent animations. For the price maybe
>> it's worth a try,
>> thanks again.
>>
>> 2016-08-04 11:19 GMT-03:00 Enter Reality <3dv...@gmail.com>:
>>
>>> Hi Fabricio,
>>>
>>> If you take a look at the forum there are quite a lot of people
>>> complaining about lots of stuff, but it's also true that with 1500$ you
>>> won't get a super-professional product, even if I can say that the money I
>>> spent were well spent ( I backed the kickstarter campaign and got 2 of them
>>> for a total of 1000$ )
>>>
>>> In general the suit works pretty good and I have been working with it
>>> since January...in order to speed up the recording and to put the animation
>>> onto a character I created my own pipeline which right now allows me to
>>> record and process the animations in very short time.
>>>
>>> The time consuming part is at the beginning when you're start testing
>>> the entire setup ( lots of things can go wrong and will probably go wrong )
>>> The calibration itself ( if followed properly ) gives good results, but
>>> the actual "virtual puppet" which is rapresented isn't a 1:1 copy of you,
>>> since you can choose only the height of the character, nothing else.
>>> Since it's a IMU based mocap suit there are issues when you try to clap
>>> or you two-hand a sword for example, but this is something which can be
>>> easily adjusted later inside Maya/MoBu.
>>>
>>> You can use two methods to record animation: via USB or via Wifi
>>> USB works every time and it takes 1 second to be connected, while Wifi
>>> connection is ( most of the time ) completely random, so sometimes you're
>>> connected in 10 seconds while sometimes it takes up to 5 minutes...the
>>> developers themself are not sure why this is happening, which is great :D
>>>
>>> Once you're connected the only thing you need to take care of is to be
>>> away from magnetic source ( mobile phones, pc, and so on ).
>>> The software used to record the animation allows for some tweaking (
>>> hips fixed in place, smoothing and so on ) and in general it works quite
>>> good, also considering that there are dedicated plugins for UE4, Unity,
>>> Motion Builder and iClone.
>>> Since January the sensors got magnetized last week, but that happended
>>> because I constantly worked with my mobile phone in my hands or very close
>>> to them, so I'm experiencing some drifting while recording...to demagnetize
>>> you have to re-calibrate the sensors, which is a bit time consuming, but in
>>> 20 minutes you're done.
>>>
>>> Overall I think that 1500$ for this suit are worthed if you don't need a
>>> super-high mocap suit, this is a very good solution for hobbyst but also
>>> for those who wants to create their own animation rather then paying
>>> someone else and probably giving away the amount of 4 suits.
>>> The tech issues are there, but it also depends on your setup.
>>> With my tower pc the wifi streaming works great, with my laptop the suit
>>> is not recognized, so if I need to record long animations in a large space
>>> I need to move my tower pc ( and everything else ) outside, which is a bit
>>> annoying but doable.
>>>
>>> Nicolas
>>>
>>> 2016-08-04 15:48 GMT+02:00 Fabricio Chamon :
>>>
 Hey Nicolas, very nice! I'm particularly interested in the mocap suit.
 Does it work well? How is the setup/calibration time? Any pros/cons? I can
 see in the perception neuron website that you have to be extremely carefull
 with your calibration or the system really will not work good enough. How
 is your experience with that?

 Thanks for sharing, nice experiment!


 Em quinta-feira, 4 de agosto de 2016, Enter Reality <3dv...@gmail.com>
 escreveu:

> Yep, I couldn't find a good enough sword so I put that in :D
>
> Possibly during the weekend I'll updated the scene with a multi-level
> environment ( which helps a lot with the ridiculous restriction on mobile 
> )
> and maybe turn it into a game, but 

Re: OT: GearVR + Mocap Suit = Full Body in VR

2016-08-04 Thread Fabricio Chamon
ok thanks a lot for the deep explanation Nicolas.. All I need is a quick
way to get acceptable mocap results to feed into my own crowd workflow.
>From your description it seems that after some trial and error one is able
to get it going and produce some decent animations. For the price maybe
it's worth a try,
thanks again.

2016-08-04 11:19 GMT-03:00 Enter Reality <3dv...@gmail.com>:

> Hi Fabricio,
>
> If you take a look at the forum there are quite a lot of people
> complaining about lots of stuff, but it's also true that with 1500$ you
> won't get a super-professional product, even if I can say that the money I
> spent were well spent ( I backed the kickstarter campaign and got 2 of them
> for a total of 1000$ )
>
> In general the suit works pretty good and I have been working with it
> since January...in order to speed up the recording and to put the animation
> onto a character I created my own pipeline which right now allows me to
> record and process the animations in very short time.
>
> The time consuming part is at the beginning when you're start testing the
> entire setup ( lots of things can go wrong and will probably go wrong )
> The calibration itself ( if followed properly ) gives good results, but
> the actual "virtual puppet" which is rapresented isn't a 1:1 copy of you,
> since you can choose only the height of the character, nothing else.
> Since it's a IMU based mocap suit there are issues when you try to clap or
> you two-hand a sword for example, but this is something which can be easily
> adjusted later inside Maya/MoBu.
>
> You can use two methods to record animation: via USB or via Wifi
> USB works every time and it takes 1 second to be connected, while Wifi
> connection is ( most of the time ) completely random, so sometimes you're
> connected in 10 seconds while sometimes it takes up to 5 minutes...the
> developers themself are not sure why this is happening, which is great :D
>
> Once you're connected the only thing you need to take care of is to be
> away from magnetic source ( mobile phones, pc, and so on ).
> The software used to record the animation allows for some tweaking ( hips
> fixed in place, smoothing and so on ) and in general it works quite good,
> also considering that there are dedicated plugins for UE4, Unity, Motion
> Builder and iClone.
> Since January the sensors got magnetized last week, but that happended
> because I constantly worked with my mobile phone in my hands or very close
> to them, so I'm experiencing some drifting while recording...to demagnetize
> you have to re-calibrate the sensors, which is a bit time consuming, but in
> 20 minutes you're done.
>
> Overall I think that 1500$ for this suit are worthed if you don't need a
> super-high mocap suit, this is a very good solution for hobbyst but also
> for those who wants to create their own animation rather then paying
> someone else and probably giving away the amount of 4 suits.
> The tech issues are there, but it also depends on your setup.
> With my tower pc the wifi streaming works great, with my laptop the suit
> is not recognized, so if I need to record long animations in a large space
> I need to move my tower pc ( and everything else ) outside, which is a bit
> annoying but doable.
>
> Nicolas
>
> 2016-08-04 15:48 GMT+02:00 Fabricio Chamon :
>
>> Hey Nicolas, very nice! I'm particularly interested in the mocap suit.
>> Does it work well? How is the setup/calibration time? Any pros/cons? I can
>> see in the perception neuron website that you have to be extremely carefull
>> with your calibration or the system really will not work good enough. How
>> is your experience with that?
>>
>> Thanks for sharing, nice experiment!
>>
>>
>> Em quinta-feira, 4 de agosto de 2016, Enter Reality <3dv...@gmail.com>
>> escreveu:
>>
>>> Yep, I couldn't find a good enough sword so I put that in :D
>>>
>>> Possibly during the weekend I'll updated the scene with a multi-level
>>> environment ( which helps a lot with the ridiculous restriction on mobile )
>>> and maybe turn it into a game, but I doubt it ( single person development
>>> with zero programming knowledge ), but I'm curious to see how other people
>>> will use this setup
>>>
>>> 2016-08-04 13:00 GMT+02:00 Sebastien Sterling <
>>> sebastien.sterl...@gmail.com>:
>>>
 Is that Artoria's sword :P

 On 4 August 2016 at 12:39, Olivier Jeannel 
 wrote:

> Super ! Please keep us posted, very inspirating !
>
> On Thu, Aug 4, 2016 at 11:54 AM, Enter Reality <3dv...@gmail.com>
> wrote:
>
>> Hi guys,
>>
>> I just want to share one of the projects I'm developing using the
>> GearVR and a mocap suit.
>>
>> In short I'm walking inside a VR environment using the mocap suit to
>> walk around and interact with the environment
>>
>> GearVR Test Demo 
>>
>> I'm using a Samsung Galaxy S7 Edge and the 

Re: OT: GearVR + Mocap Suit = Full Body in VR

2016-08-04 Thread Enter Reality
Hi Fabricio,

If you take a look at the forum there are quite a lot of people complaining
about lots of stuff, but it's also true that with 1500$ you won't get a
super-professional product, even if I can say that the money I spent were
well spent ( I backed the kickstarter campaign and got 2 of them for a
total of 1000$ )

In general the suit works pretty good and I have been working with it since
January...in order to speed up the recording and to put the animation onto
a character I created my own pipeline which right now allows me to record
and process the animations in very short time.

The time consuming part is at the beginning when you're start testing the
entire setup ( lots of things can go wrong and will probably go wrong )
The calibration itself ( if followed properly ) gives good results, but the
actual "virtual puppet" which is rapresented isn't a 1:1 copy of you, since
you can choose only the height of the character, nothing else.
Since it's a IMU based mocap suit there are issues when you try to clap or
you two-hand a sword for example, but this is something which can be easily
adjusted later inside Maya/MoBu.

You can use two methods to record animation: via USB or via Wifi
USB works every time and it takes 1 second to be connected, while Wifi
connection is ( most of the time ) completely random, so sometimes you're
connected in 10 seconds while sometimes it takes up to 5 minutes...the
developers themself are not sure why this is happening, which is great :D

Once you're connected the only thing you need to take care of is to be away
from magnetic source ( mobile phones, pc, and so on ).
The software used to record the animation allows for some tweaking ( hips
fixed in place, smoothing and so on ) and in general it works quite good,
also considering that there are dedicated plugins for UE4, Unity, Motion
Builder and iClone.
Since January the sensors got magnetized last week, but that happended
because I constantly worked with my mobile phone in my hands or very close
to them, so I'm experiencing some drifting while recording...to demagnetize
you have to re-calibrate the sensors, which is a bit time consuming, but in
20 minutes you're done.

Overall I think that 1500$ for this suit are worthed if you don't need a
super-high mocap suit, this is a very good solution for hobbyst but also
for those who wants to create their own animation rather then paying
someone else and probably giving away the amount of 4 suits.
The tech issues are there, but it also depends on your setup.
With my tower pc the wifi streaming works great, with my laptop the suit is
not recognized, so if I need to record long animations in a large space I
need to move my tower pc ( and everything else ) outside, which is a bit
annoying but doable.

Nicolas

2016-08-04 15:48 GMT+02:00 Fabricio Chamon :

> Hey Nicolas, very nice! I'm particularly interested in the mocap suit.
> Does it work well? How is the setup/calibration time? Any pros/cons? I can
> see in the perception neuron website that you have to be extremely carefull
> with your calibration or the system really will not work good enough. How
> is your experience with that?
>
> Thanks for sharing, nice experiment!
>
>
> Em quinta-feira, 4 de agosto de 2016, Enter Reality <3dv...@gmail.com>
> escreveu:
>
>> Yep, I couldn't find a good enough sword so I put that in :D
>>
>> Possibly during the weekend I'll updated the scene with a multi-level
>> environment ( which helps a lot with the ridiculous restriction on mobile )
>> and maybe turn it into a game, but I doubt it ( single person development
>> with zero programming knowledge ), but I'm curious to see how other people
>> will use this setup
>>
>> 2016-08-04 13:00 GMT+02:00 Sebastien Sterling <
>> sebastien.sterl...@gmail.com>:
>>
>>> Is that Artoria's sword :P
>>>
>>> On 4 August 2016 at 12:39, Olivier Jeannel 
>>> wrote:
>>>
 Super ! Please keep us posted, very inspirating !

 On Thu, Aug 4, 2016 at 11:54 AM, Enter Reality <3dv...@gmail.com>
 wrote:

> Hi guys,
>
> I just want to share one of the projects I'm developing using the
> GearVR and a mocap suit.
>
> In short I'm walking inside a VR environment using the mocap suit to
> walk around and interact with the environment
>
> GearVR Test Demo 
>
> I'm using a Samsung Galaxy S7 Edge and the Noitom Perception Neuron
> Suit, and all the data is sent to the smartphone via Wifi...a bit laggy,
> but considenring the setup I'm quite satisfied by the results.
>
> I've shared the entire project on the UE4 forum
> 
> if someone want to test the scene
>
> The video shows just a very simple environment, but future updates
> will include more content and 

Re: OT: GearVR + Mocap Suit = Full Body in VR

2016-08-04 Thread Sebastien Sterling
Praise the Sun !

On 4 August 2016 at 15:48, Fabricio Chamon  wrote:

> Hey Nicolas, very nice! I'm particularly interested in the mocap suit.
> Does it work well? How is the setup/calibration time? Any pros/cons? I can
> see in the perception neuron website that you have to be extremely carefull
> with your calibration or the system really will not work good enough. How
> is your experience with that?
>
> Thanks for sharing, nice experiment!
>
>
> Em quinta-feira, 4 de agosto de 2016, Enter Reality <3dv...@gmail.com>
> escreveu:
>
>> Yep, I couldn't find a good enough sword so I put that in :D
>>
>> Possibly during the weekend I'll updated the scene with a multi-level
>> environment ( which helps a lot with the ridiculous restriction on mobile )
>> and maybe turn it into a game, but I doubt it ( single person development
>> with zero programming knowledge ), but I'm curious to see how other people
>> will use this setup
>>
>> 2016-08-04 13:00 GMT+02:00 Sebastien Sterling <
>> sebastien.sterl...@gmail.com>:
>>
>>> Is that Artoria's sword :P
>>>
>>> On 4 August 2016 at 12:39, Olivier Jeannel 
>>> wrote:
>>>
 Super ! Please keep us posted, very inspirating !

 On Thu, Aug 4, 2016 at 11:54 AM, Enter Reality <3dv...@gmail.com>
 wrote:

> Hi guys,
>
> I just want to share one of the projects I'm developing using the
> GearVR and a mocap suit.
>
> In short I'm walking inside a VR environment using the mocap suit to
> walk around and interact with the environment
>
> GearVR Test Demo 
>
> I'm using a Samsung Galaxy S7 Edge and the Noitom Perception Neuron
> Suit, and all the data is sent to the smartphone via Wifi...a bit laggy,
> but considenring the setup I'm quite satisfied by the results.
>
> I've shared the entire project on the UE4 forum
> 
> if someone want to test the scene
>
> The video shows just a very simple environment, but future updates
> will include more content and features.
>
> I'm not planning to focus on games using this setup, but I guess that
> this is a good way to show everyone what I'm doing.
>
> Best Regards
>
> Nicolas Esposito
>
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
>


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Re: OT: GearVR + Mocap Suit = Full Body in VR

2016-08-04 Thread Fabricio Chamon
Hey Nicolas, very nice! I'm particularly interested in the mocap suit. Does
it work well? How is the setup/calibration time? Any pros/cons? I can see
in the perception neuron website that you have to be extremely carefull
with your calibration or the system really will not work good enough. How
is your experience with that?

Thanks for sharing, nice experiment!

Em quinta-feira, 4 de agosto de 2016, Enter Reality <3dv...@gmail.com>
escreveu:

> Yep, I couldn't find a good enough sword so I put that in :D
>
> Possibly during the weekend I'll updated the scene with a multi-level
> environment ( which helps a lot with the ridiculous restriction on mobile )
> and maybe turn it into a game, but I doubt it ( single person development
> with zero programming knowledge ), but I'm curious to see how other people
> will use this setup
>
> 2016-08-04 13:00 GMT+02:00 Sebastien Sterling <
> sebastien.sterl...@gmail.com
> >:
>
>> Is that Artoria's sword :P
>>
>> On 4 August 2016 at 12:39, Olivier Jeannel > > wrote:
>>
>>> Super ! Please keep us posted, very inspirating !
>>>
>>> On Thu, Aug 4, 2016 at 11:54 AM, Enter Reality <3dv...@gmail.com
>>> > wrote:
>>>
 Hi guys,

 I just want to share one of the projects I'm developing using the
 GearVR and a mocap suit.

 In short I'm walking inside a VR environment using the mocap suit to
 walk around and interact with the environment

 GearVR Test Demo 

 I'm using a Samsung Galaxy S7 Edge and the Noitom Perception Neuron
 Suit, and all the data is sent to the smartphone via Wifi...a bit laggy,
 but considenring the setup I'm quite satisfied by the results.

 I've shared the entire project on the UE4 forum
 
 if someone want to test the scene

 The video shows just a very simple environment, but future updates will
 include more content and features.

 I'm not planning to focus on games using this setup, but I guess that
 this is a good way to show everyone what I'm doing.

 Best Regards

 Nicolas Esposito

 --
 Softimage Mailing List.
 To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
 
 with "unsubscribe" in the subject, and reply to confirm.

>>>
>>>
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>>> 
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
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>> 
>> with "unsubscribe" in the subject, and reply to confirm.
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>
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Re: OT: GearVR + Mocap Suit = Full Body in VR

2016-08-04 Thread Enter Reality
Yep, I couldn't find a good enough sword so I put that in :D

Possibly during the weekend I'll updated the scene with a multi-level
environment ( which helps a lot with the ridiculous restriction on mobile )
and maybe turn it into a game, but I doubt it ( single person development
with zero programming knowledge ), but I'm curious to see how other people
will use this setup

2016-08-04 13:00 GMT+02:00 Sebastien Sterling 
:

> Is that Artoria's sword :P
>
> On 4 August 2016 at 12:39, Olivier Jeannel  wrote:
>
>> Super ! Please keep us posted, very inspirating !
>>
>> On Thu, Aug 4, 2016 at 11:54 AM, Enter Reality <3dv...@gmail.com> wrote:
>>
>>> Hi guys,
>>>
>>> I just want to share one of the projects I'm developing using the GearVR
>>> and a mocap suit.
>>>
>>> In short I'm walking inside a VR environment using the mocap suit to
>>> walk around and interact with the environment
>>>
>>> GearVR Test Demo 
>>>
>>> I'm using a Samsung Galaxy S7 Edge and the Noitom Perception Neuron
>>> Suit, and all the data is sent to the smartphone via Wifi...a bit laggy,
>>> but considenring the setup I'm quite satisfied by the results.
>>>
>>> I've shared the entire project on the UE4 forum
>>> 
>>> if someone want to test the scene
>>>
>>> The video shows just a very simple environment, but future updates will
>>> include more content and features.
>>>
>>> I'm not planning to focus on games using this setup, but I guess that
>>> this is a good way to show everyone what I'm doing.
>>>
>>> Best Regards
>>>
>>> Nicolas Esposito
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
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>> with "unsubscribe" in the subject, and reply to confirm.
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>
>
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Re: OT: GearVR + Mocap Suit = Full Body in VR

2016-08-04 Thread Sebastien Sterling
Is that Artoria's sword :P

On 4 August 2016 at 12:39, Olivier Jeannel  wrote:

> Super ! Please keep us posted, very inspirating !
>
> On Thu, Aug 4, 2016 at 11:54 AM, Enter Reality <3dv...@gmail.com> wrote:
>
>> Hi guys,
>>
>> I just want to share one of the projects I'm developing using the GearVR
>> and a mocap suit.
>>
>> In short I'm walking inside a VR environment using the mocap suit to walk
>> around and interact with the environment
>>
>> GearVR Test Demo 
>>
>> I'm using a Samsung Galaxy S7 Edge and the Noitom Perception Neuron Suit,
>> and all the data is sent to the smartphone via Wifi...a bit laggy, but
>> considenring the setup I'm quite satisfied by the results.
>>
>> I've shared the entire project on the UE4 forum
>> 
>> if someone want to test the scene
>>
>> The video shows just a very simple environment, but future updates will
>> include more content and features.
>>
>> I'm not planning to focus on games using this setup, but I guess that
>> this is a good way to show everyone what I'm doing.
>>
>> Best Regards
>>
>> Nicolas Esposito
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: OT: GearVR + Mocap Suit = Full Body in VR

2016-08-04 Thread Olivier Jeannel
Super ! Please keep us posted, very inspirating !

On Thu, Aug 4, 2016 at 11:54 AM, Enter Reality <3dv...@gmail.com> wrote:

> Hi guys,
>
> I just want to share one of the projects I'm developing using the GearVR
> and a mocap suit.
>
> In short I'm walking inside a VR environment using the mocap suit to walk
> around and interact with the environment
>
> GearVR Test Demo 
>
> I'm using a Samsung Galaxy S7 Edge and the Noitom Perception Neuron Suit,
> and all the data is sent to the smartphone via Wifi...a bit laggy, but
> considenring the setup I'm quite satisfied by the results.
>
> I've shared the entire project on the UE4 forum
> 
> if someone want to test the scene
>
> The video shows just a very simple environment, but future updates will
> include more content and features.
>
> I'm not planning to focus on games using this setup, but I guess that this
> is a good way to show everyone what I'm doing.
>
> Best Regards
>
> Nicolas Esposito
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
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