NOKOV
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XingYing3.4-EN
XingYing3.4-EN
  • XINGYING3.4
    • Beginner's Guide
      • Hardware Setup
      • Software Quick Start
    • Ⅰ. System Overview
      • 1. NOKOV Motion Capture System
      • 2. Hardware Components
    • Ⅱ. System and Camera Setup
      • 1. Camera Models
      • 2. Hardware Assembly
      • 3. Camera Connection
      • 4. Focusing and Aperture
    • Ⅲ. Software Installation and Launch
      • 1. Network Settings
      • 2. Firewall Settings
      • 3. Software Installation
      • 4. Software Launch
    • Ⅳ. Getting Started with XINGYING 3.0
      • 1. Menu Bar
      • 2. Toolbar
    • Ⅴ. Calibration
      • 1. Calibration Settings
      • 2. Calibration Preparation
    • Ⅵ. Views
      • 1. Device Properties
      • 2. Assets Properties
      • 3. Data Casting
    • Ⅶ. Software Settings
      • 1. Recording Settings
      • 2. View Settingss
      • 3. AI Settings
      • 4. Preferences
      • 5. Other Settings
    • Ⅷ. Calibration Categories
      • 1. Preparing for Calibration
      • 2. Basic Calibration
      • 3. Updating Calibration
      • 4. Origin Point Calibration
      • 5. Partial Calibration
      • 6.Ground Calibration
      • 7. Calibration-free (Anchor Calibration)
    • Ⅸ. Markerset Creation
      • 1. Rigid
      • 2. Body
      • 3. Custom template
      • 4. Agent
      • 5. Asset Library
      • 6.Probe
      • 7.Scene library
    • Ⅹ. Data Collection and Fast Playback
      • 1. Data Collection
      • 2. Fast Playback
    • Ⅺ. Data Analysis
      • 1. Analyze Graphs
      • 2. Skeleton Graphs
      • 3. Analog Graphs
      • 4. Force Plate Data
      • 5. Health Graphs
      • 6. VMarker Graphs
    • Ⅻ. Data Processing
      • 1. Importing Data
      • 2. Create MarkerSet (Rigid)
      • 3. Use Existing MarkerSet
      • 4. Data Restoration
      • 5. Template Creation
      • 6. Template Identification and Tracking
      • 7. Data Rectification
      • 8. Use MarkerSet in Real-Time
      • 9. Marker Editing
      • 10.Marker switching
      • 11.Multi-frame recognition
    • XIII. Data Export
      • 1. Ly Files
      • 2. XRS Files
      • 3. TRC Files
      • 4. BVH Files
      • 5. HTR Files
      • 6. FBX Files
      • 7. Dynamics Files
      • 8. C3D Files
      • 9. ANC Files
      • 10. Exporting Forces Files
      • 11. Packing motion capture data
    • XIV. Human Body Template
      • 1. 53 Markers and Skeleton Definitions
      • 2. Helen Hayes Model
      • 3. Gloved Setup for 53-Marker Template
      • 4.CGM2 Body Model
      • 5.Finger Marker Point Instructions
    • XV. Data Retargeting
      • 1. Importing Model Assets
    • XVI. Third-Party Integrations
      • Force Plates
        • Bertec
        • KUNWEI
        • AMTI
        • Kistler
        • Aili Intelligent
        • General configuration
          • Import/Export Force Plate Config Files
          • Force and Torque
          • Other Configurations
      • EMG
        • ZHIYUNWEI
        • Distributed Wireless Electromyography
        • Delsys
        • Cometa
        • Noraxon
      • High-Speed Industrial Cameras
        • Standard industrial camera
        • Alkeria
        • HUIDIAN
        • DAHENG
        • DITECT
        • Network camera
        • Instructions for Hikvision Cameras
      • Inertial Gloves
        • Glove management
        • Manus
        • VRTRIX
    • XVII. Plugins & SDKs
      • 1. Unreal Engine (UE) Plugin
      • 2. Guide to Connecting Devices and Integrating VRPN Data with UE
      • 3. Use VRPN Data to Drive Rigid Body in UE
      • 4. MotionBuilder Plugin
      • 5. Maya Plugin
      • 6. Unity Plugin
      • 7. IClone Plugin
      • 8. Application of TimeCode in UE
      • 9.C4D Plugin
      • 10.Blender plugin
    • XVIII. UDP Capture Broadcast/Triggering
      • 1. Remote Control
      • 2. Remote Trigger
    • XVIIII.Log
      • 1.DisplayLog
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On this page
  • Plugin Installation
  • MotionBuilder Setup and Usage
  • MotionBuilder Auto-Binding Feature
  • MotionBuilder Characterization Requirements
  • Creating Rigid Bodies in MotionBuilder
  • Display of Unnamed Points
  • Scene Refresh
  • Use Tpose
  1. XINGYING3.4
  2. XVII. Plugins & SDKs

4. MotionBuilder Plugin

Previous3. Use VRPN Data to Drive Rigid Body in UENext5. Maya Plugin

Plugin Installation

  • Download the latest plugin version "NOKOV-MobuPlugin.XXX.exe, " which is compatible with MotionBuilder 2018-2022. Extract the plugin installer package, double-click the extracted plugin, and install it into the software directory. After the installation completes, click Finish to finalize the plugin setup. (The application of the glove human body in MotionBuilder is the same as below.)


MotionBuilder Setup and Usage

  1. Open MotionBuilder, click on "Resources—Asset Browser—Devices, " find "NOKOV-Optical Device, " and drag it into the Viewer window.

  2. Click the Online button in the interface at the bottom: "Navigator—I/O devices—I/O Seeker - Optical Device" to enter Live status. Click "Model binding, " choose the Create button, and under "Optical model, " click "Generate a new optical model." After playing, uncheck and recheck Live. Then, move the human body in XINGYING software, and the model in MotionBuilder will move in sync.

  3. Select "Define—Skeleton" in the right window, then click "Characterize Definition" in the Navigator. In the scene, select a joint, right-click to assign the skeleton in the definition to bind it. After all joints are bound, click the lock icon (Lock character) and select "biped" to complete characterizing.

  4. Import the model to be driven into MotionBuilder and perform the characterization process as described in step 4. In the "Character Controls" window, select the imported model character in the "Character" column, and select the XINGYING human skeleton character in the "Source" column. Allow the movement of the human body in XINGYING software to drive the model.


MotionBuilder Auto-Binding Feature

  1. When redirecting motion capture data to a skeleton, you can use MotionBuilder's auto-binding feature for one-click binding.

  2. First, connect the motion capture human body data. In Live mode, have the human body stand in a standard T-Pose and pause the motion capture playback. If using Edit Mode, pause the human body data at the first frame.

  3. Open the settings in the motion capture software, set the IP network card address to "10.1.1.198, " and select the "SDK" option. Connect the motion capture data in MotionBuilder by referencing the specific steps from the earlier "MotionBuilder Setup and Usage" section.

  4. In MotionBuilder's lower left-side "Navigator" tab, expand "I/O Devices," click on "I/O Seeker-Optical Device," and in the middle right "Information" section, click "Characterize" ;

  5. At this point, the motion capture human skeleton will be automatically bound in MotionBuilder. Expanding "Characters" will display the bound human body name, which will match the human body name in the motion capture data.


MotionBuilder Characterization Requirements

  1. When characterizing motion capture data in MotionBuilder, the imported model's skeleton should match the XINGYING human skeleton as closely as possible, and the hierarchy of the model's skeleton should align with the hierarchy of the XINGYING human skeleton. The hierarchy of the XINGYING human skeleton, skeleton names, and the skeleton prefix "Body3" refer to the XINGYING human body name.

  2. After importing the model into MotionBuilder, please adjust the model's pose to a T-Pose and ensure it matches the T-Pose of the XINGYING human body before driving the motion. The skeleton axes of the model must be consistent with the axes of the XINGYING human skeleton.


Creating Rigid Bodies in MotionBuilder

  1. Create a rigid body in XINGYING Live mode or load rigid body data in Edit Mode. Open MotionBuilder software, drag the XINGYING plugin into the scene, and click the Online button in the lower interface "Navigator—I/O devices—I/O Seeker - Optical Device" to enter Live status. Click "Model binding, " choose the Create button, and under "Optical model, " click "Generate a new optical model." Play XINGYING software, and marker points will be displayed in the MotionBuilder scene.

  2. In the lower-left "Navigator" tab of MotionBuilder, expand "I/O Devices, " click "I/O Seeker-Optical Device, " and in the middle-right "Information" section, click "Create RigidBody." The rigid body will then be successfully created.

  3. In the "Navigator" tab, expand "Scene, " and within "Scene" expand Seeker-Optical Device: Optical. Scroll to the bottom to see the created rigid body's name, which matches the rigid body name in XINGYING. Double-click the rigid body's name, and the rigid body in the scene will display connections. The selected rigid body will be highlighted, changing from red to green.


Display of Unnamed Points

  1. After obtaining motion capture data using the Motionbuilder plugin, if there are unnamed points in the motion capture data, these will also be displayed in the Motionbuilder scene. The default color for unnamed points is purple, while named points are colored blue.

  2. Adjusting the Color of Unnamed Points: In Motionbuilder, you can modify the color of unnamed points from the motion capture data in the scene. The steps are as follows: First, in the "Navigator" tab, expand "I/O Devices" and select "I/O NOKOV-Optical Device."

  3. Next, in the lower right corner of the Motionbuilder interface, select Properties. Below Default, click the "..." button, and in the popup Color window, you can modify the color of the unnamed points.


Scene Refresh

  • After receiving the human body data from XINGYING, if there is a change in the XINGYING template, you can select the "Information" tab at the bottom middle of Motionbuilder, and click the "Refresh" button to refresh the Motionbuilder scene. This prevents the human skeleton from becoming stuck in the scene when the XINGYING human body template changes.


Use Tpose

  • After characterizing the XINGYING human body data and the model that needs to be driven, it is necessary to select the created character and the source. Before doing so, we need to check the "Use Tpose" checkbox to force the XINGYING human body skeleton in the scene to display the standard T-pose posture. Since models imported into Motionbuilder are usually in a standard T-pose, we want our human skeleton to match the posture of the model. After ensuring consistency in the posture, then select the character and source. This way, when the XINGYING human body data drives the model in real-time, the model's actions will stay consistent with the XINGYING human body model's movements.

Install MotionBuilder Plugins
Drag NOKOVPlugin into the View
check the box
Biped the skeleton
Let the human skeleton data drive then model
Characterize
Biped automatically
XingYing Human Skeleton
Skeleton names
The axis configuration of the XINGYING human skeleton
Markers displayed in the MotionBuilder
Create RigidBody
Rigid body into MotionBuilder
Change the Color of Unnamed Points
Refresh Button