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This is the free trial version of MocapForAll.
In this version, there is a time limit on the function to export captured motion. (Data sending via OSC stops and restarts every 10 seconds. Maximum frames in BVH file is limited to 300.)
MocapForAll is a Windows application that uses multiple webcams to capture human motion using AI.
(*2 Both VMT protocol and VMC protocol use UDP/OpenSound Control.)
By using these, you can do the followings, as well as you can even create your own programs to receive data since the output specifications are open to public.
Use in SteamVR via Virtual Motion Tracker
Through Virtual Motion Tracker, the capture motion can be used as virtual trackers in applications running on SteamVR.
Use in Unreal Engine4, Unreal Engine5, Unity
You can send the captured motion to Unreal Engine4, Unreal Engine5, or Unity for game development or video production.
Use in other apps via VMC protocol
You can send the captured motion to various applications via the VMC protocol. The following are confirmed to work:
Export in BVH format
You can save the captured motion as BVH files. It can be used with Blender etc.
In this version, there is a time limit on the function to export captured motion. (Data sending via OSC stops and restarts every 10 seconds. Maximum frames in BVH file is limited to 300.)
MocapForAll is a Windows application that uses multiple webcams to capture human motion using AI.
No special equipment required
You can capture human motion if you have the followings:- a middle range PC
- 2 or more webcams
- a room of about 2.5m x 2.5m
Realtime with a middle range PC
For examples, it runs at- around 17 fps on Surface Pro 7 which does not have a dedicated GPU
- 30 to 60 fps on GTX 1080 Ti
What you can do with MocapForAll
- You can output captured motion to the network via VMT protocol(*1) and VMC protocol in real time(*2).
- You can save the captured motion to files in BVH format.
- You can output captured motion to the shared memory in real time.
(*2 Both VMT protocol and VMC protocol use UDP/OpenSound Control.)
By using these, you can do the followings, as well as you can even create your own programs to receive data since the output specifications are open to public.
Use in SteamVR via Virtual Motion Tracker
Through Virtual Motion Tracker, the capture motion can be used as virtual trackers in applications running on SteamVR.
Use in Unreal Engine4, Unreal Engine5, Unity
You can send the captured motion to Unreal Engine4, Unreal Engine5, or Unity for game development or video production.
- Plugins for linking data directly to UE4, UE5, or Unity are available from the online manual.
- As described in Use in other apps via VMC protocol, it is also possible to link by EVMC4U and VMC4UE using VMC Protocol.
- A Unity sample to read data from the shared memory written by MocapForAll is available from the online manual.
Use in other apps via VMC protocol
You can send the captured motion to various applications via the VMC protocol. The following are confirmed to work:
- Sending tracker to VirtualMotionCapture
- Sending bones to VSeeFace, and receiving facial expression morphs from VSeeFace
- Sending bones and facial expression morphs to EVMC4U
- Sending bones and facial expression morphs to VMC4UE
- Sending bones to VMC4B
Export in BVH format
You can save the captured motion as BVH files. It can be used with Blender etc.