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Need help with viewport controls and laggy proformance issues | Automatic Rigging and Reshaping | Forum


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Need help with viewport controls and laggy proformance issues
July 4, 2016
7:55 am
Zachariah Mose

1) I am able to rotate my imported model using the keyboard arrows and scale it using the height field but I can't figure out how to translate the model in x,y,z axis nor how to zoom in/out in the viewport. 

2) I am trying to process a model I imported and it is taking several hours and keeps hanging before the calc is done but the documenation states it should take around 30 seconds. Any ideas as to what I may be doing wrong?

Any help would be appreciated, and thanks for making this project available to the for educational use. Cheers!

July 4, 2016
5:26 pm
Zachariah Mose

Update, I figured out how to zoom the interface with the mouse wheel (lol yeah I know) but cannot translate the imported model in x,y,z. 

I tried 3 different models in AutoRigger & Skinner and was able to skin only 1 without lag or error. The base mesh you provided appears distorted after the skinning process completed, but the skinned model seems ok except for some tearing of the arms when applying the "play guitar" animation.

A few questions =)

The OBJ mesh I used was previously cut up into groups (not a single mesh) and contained UVs- should I use only a single un-grouped mesh for better results with tearing issues and an you recommend best practices for importing models in AutoRigger & Sknner?

What version of Microsoft Kinect Sensor will work best for scanning and facial animation in SmartBody?

Thanks & Cheers!

July 12, 2016
6:17 pm
Forum Posts: 52
Member Since:
August 8, 2012
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1. We didn't provide the UI for translating the model. If you only want to adjust the camera view, you can translate the camera by holding the mouse right button and drag, though.

2. If you can provide the models that cause the long lag, I can check for the reason. From my experience, the long processing time is usually caused by multiple component mesh or some topology issues in the scan model.

3. The arm tearing issue usually happens when the upper arms are too close to the body during the body scanning and thus they are overlapped a bit in the final geometry. It usually won't happen on an artist created model since the arm and body will have a cleaner separation. Ideally, you want to have a 3D scan that is a single component mesh and with cleanly separation between upper arms and the body trunk.

4. In the past, we used the original Kinect 1 for face/body scanning. The KinectV2 is not recommended for face scanning since it has larger error ( due to its time-of-fly technology for depth sensing ). For newer sensors, you can also try StructureSensor or Intel RealSense sensor.

Hope this helps and let me know if you have any questions.


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