NOKOV
Website
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
Powered by GitBook
On this page
  • Plugin Installation and Preparation
  • Function Introduction and Usage
  1. XINGYING4.0
  2. XVII. Plugins & SDKs

9.C4D Plugin

Previous8. Application of TimeCode in UENext10.Blender plugin

Plugin Installation and Preparation

1.Install Nokov_C4D_Plugin

Download the plugin, run the Nokov_C4D_Plugin installer, and select the root directory of the C4D software as the installation path, for example, (C:\Program Files\Maxon Cinema 4D 2023).

2.XingYing Software Preparation

Open XingYing software, capture human body movements in real-time mode or play back and process recorded human body data. Make sure to check the SDK option to send the data.

Function Introduction and Usage

1.Configure IP and Connect to XingYing Software

Open Cinema 4D, click the "Extensions" button at the top, find "Nokov Mocap Live," and click to open the plugin panel (9.2).

2.Configure IP and Connect to XingYing Software

Configure the IP to match the IP used by the SDK to send data in XingYing, then click the connect button (9.3).

3.Create a Human Skeleton and Animate It

After successfully connecting, click the "Create Skeleton" button to generate a human skeleton (9.3). Select the created skeleton, locate it in the object list on the right side, and click the "Nokov" tag next to the "Hips" bone (9.4). Expand the tag's properties and find "Character." Change the "Name" to the name of the human body you want to use from XingYing. Press Enter, then click the play button at the bottom of the interface to drive it.

4.Manually Set Tag Properties

If the Nokov tag is deleted, you can select the Hips of the skeleton, then click on the tag at the top right corner -> Extensions -> PluginC4D tag -> NokovMocapLive, or directly right-click on Hips and choose Extensions -> PluginC4D tag -> NokovMocapLive to re-add the tag (9.5).

After re-adding the tag, you need to manually configure the tag properties. Click on the newly added nokov tag, expand the Character section in the tag properties, and change the Name to the name of the human body you want to use from XingYing (9.4). Then, expand the Joints Controller section, select Hips, and click the "Detect Joints Map" button to automatically bind the bone mapping relationship (9.4). Alternatively, you can manually drag scene elements to their corresponding positions or click the brush button to select elements (9.6).

5.Other Functions

The checkbox 'R' and 'P' behind the bone mapping relationship respectively determine whether to use the rotation data and position data of the motion capture data.

The "Clear Joints Map" button allows you to clear all bone mapping relationships set in the current tag with one click.

"Set T-Pose" sets the pose of the skeleton bones that have been bound to the mapping relationship in the current tag to the T-Pose position.

"Go To T-Pose" presents the skeleton bones that have been bound to the mapping relationship in the current tag as the T-Pose position set by the "Set T-Pose" button. It only works after setting the T-Pose position using the "Set T-Pose" button. When successfully connected and the name is set to the name of the human body in XingYing, the pose will be overridden and will not work.

"Scale Root Position" scales the XingYing data based on the proportion difference between the XingYing data and the skeleton only when a T-Pose position has been set using the "Set T-Pose" button and the 'P' checkbox has been checked.

The "Begin Record" and "End Record" buttons (9.8) on the plugin panel allow you to start and stop recording data after receiving motion capture data to drive the skeleton. To set the maximum recording time, adjust the maximum frame rate setting at the bottom of C4D (9.9), with the default being 30 frames per second.

9.1
9.2
9.3
9.4
9.5
9.6
9.7
9.8
9.9