NOKOV
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XingYing4.1-EN
XingYing4.1-EN
  • XINGYING4.0
    • 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
      • 5. Software Activation
      • 6.Lens configuration
    • Ⅳ. Getting Started with XINGYING 4.0
      • 1. Menu Bar
      • 2. Toolbar
    • Ⅴ. Calibration
      • 1. Calibration Settings
      • 2. Calibration Preparation
      • 3. Zoning Calibration
      • 4. T Calibration Progress Prompt
      • 5. Reference Video Calibration
    • 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)
      • 8. side-mounted Camera / inverted Camera
    • 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
      • 6. Explanation of 59-Point Finger Attachment
      • 7. Explanation of 63-Point Finger Attachment
      • 8.PlugIn Gait Marker Placement 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
        • FLIR Industrial Camera
      • Inertial Gloves
        • Glove management
        • Manus
        • VRTRIX
        • Diver-X
          • Installation and Calibration Configuration
          • Creating a Human Body Model with Gloves
    • 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
      • 11.Open VR Plugin
      • 12. Communication between Ros2 and Nokov
    • XVIII. UDP Capture Broadcast/Triggering
      • 1. Remote Control
      • 2. Remote Trigger
    • XVIIII.Log
      • 1.DisplayLog
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On this page
  • Create a template
  • Create unnamed markers
  • Name Marker
  • Create Link
  • Track and recognize all frames..
  • Create Skeleton (SKB)
  • Create Skeleton (Calcium)
  1. XINGYING4.0
  2. Ⅻ. Data Processing

2. Create MarkerSet (Rigid)

Previous1. Importing DataNext3. Use Existing MarkerSet

Last updated 6 months ago

Create a template

  • Click on the "Create Asset" button below the asset, enter the MarkerSet name in the pop-up window, and click "Create Object" (12.2.1) to close the window.


Create unnamed markers

  1. Click on the Markers tab on the right side of the software interface, double-click on the blank section in the first row to enter the name of the reflective identification point, press Enter to confirm (12.2.2). Repeat this operation to input all the names of the reflective identification points that need to be defined. You can also quickly create marker names in the Markers tab by pressing the Enter key. For example, if you need to create five marker names, select the first row in the Markers tab and press the Enter key five times. Default names from Marker1 to Marker5 will be automatically generated.

  2. Please note that when manually entering marker names in the Markers tab, do not create duplicate names. Also, avoid using duplicate names when creating Link connections and Segment skeleton names as discussed below.


Name Marker

  1. Drag the timeline to select a frame with complete data (no missing markers or error points on the captured object, usually the first frame of the data). Click the "Quick ID" button on the toolbar, and a window labeled "Locate Marker" will pop up. Based on the selected Marker name displayed in "Locate Marker, " click the corresponding point in the 3D view to match it (12.2.3). The matching points will be automatically assigned colors.

  2. If a marker is pointing to the wrong position during the matching process, click the arrow in the "Quick ID" window, select the incorrect marker name, and rematch. After matching the last marker, the "Quick ID" window will automatically close.

  3. Tick the "Lock" function. After turning it on, the quick ID value will be locked and will not automatically increase (12.2.4).

  4. During the matching process, you can change the angle position of the 3D view by holding down Alt/Ctrl/Shift and using the mouse left/right/scroll keys. This helps confirm the actual position of each point.


Create Link

  1. After completing all Marker matching, click "Create Link for Template" in the "Links" tab of the component. Select a point with the left mouse button in the 3D view, drag to the next point, and the Link Connection creation will be completed. The name of this Link Connection will also be automatically generated in the Links tab (12.2.5).

  2. After creating and setting all Link connections, the points and connections will be visible in the 3D view (12.2.6).


Track and recognize all frames..

  • Ensure that the data is in the first frame, then click the "Track Recognize" button (12.2.7). Apply the definition of points and lines to all frames, and play the data to see the effect. At this point, the MarkerSet has been created.


Create Skeleton (SKB)

  1. For data that has already established a MarkerSet and completed repairs, a skeleton can be established. An SKB-type skeleton needs to be defined by three marker points in the MarkerSet, which are used to define the origin (starting point), major axis point (ending point), and flat point of the rigid body. After creating the skeleton, Euler angle data of the rigid body can be obtained, which is commonly used in application scenarios such as drones and robotic arms.

  2. In the Asset Panel - Components - Segments, double-click on the blank section to enter the Segments (skeleton) name (12.2.8).

  3. Double-click on "Skeleton Engine" in the normal attributes below and select "SKB" from the drop-down menu (12.2.9).

  4. Select the name of the created skeleton, define the various parameters of the skeleton in the advanced attributes below, define a marker at the origin, major axis point, and plane point, and input the rotation values of the X, Y, and Z axes to generate the skeleton in the 3D view.


Create Skeleton (Calcium)

  1. After creating the name of the skeleton, double-click "Skeleton Engine" in the normal attributes below and select "Calcium" from the drop-down menu. The default Euler angle rotation for Calcium-type skeleton is ZYX, and the orientation of the skeleton is consistent with that of the calibration file.

  2. Select the skeleton you want to create, and define the parameters of the skeleton in the advanced properties below. Right-click in the 3D view and select "Model Pose", click the "Axis Tool" at the top of the 3D Data view, click "Translation" in the pop-up window, the cross axis will appear at the tail of the skeleton, drag the cross axis or enter the value of the coordinate value behind "Translation" to adjust the displacement of the skeleton; Clicking on the tail of the "Rotation" skeleton will bring up the rotation axis, which can be adjusted by dragging the rotation axis or entering a value for the rotation value behind "Rotation" (12.2.10).

Double-click on "SegmentLength" in the advanced attributes and enter a length value. The skeleton's length in the 3D view will change.

  1. Bind Points: Click on "Attachments" at the bottom of the advanced attributes, select the skeleton's association point from the Asset Component Tag list, and then click "Confirm" to close the window (12.2.11). The selected marker point will be bound to the skeleton.

  2. If the user has created multiple skeletons in a Market, please select one skeleton as the parent skeleton, and the remaining skeletons also need to be set as parent skeletons. Double-click on "Parent Segment" in the advanced properties to set the parent segment.

  3. After setting the attributes of the skeleton, right-click on "Model Pose" in the 3D view to exit. The skeleton attributes edited in Model Pose will not take effect immediately; the data needs to be redirected to the first frame. Click the "Calculate" button on the toolbar above the software. After the calculation is completed, the set attributes will take effect.

  4. Click on 'File > Save MarkerSet' to save the MarkerSet.

  5. If you need to save the created template in the capture data, please click on "File > Save Capture File". If the MarkerSet has not been saved, switching directly to Live mode will prompt the user to save the cap file. Click "Yes", and the software will save the newly created MarkerSet template along with the modified cap file.

  6. If there are multiple captured objects in a set of data, multiple MarkerSets can be created, and the above steps can be repeated.

12.2.1
12.2.2
12.2.3
12.2.4
12.2.5
12.2.6
12.2.7
12.2.8
12.2.9
12.2.10
12.2.11