1. Rigid
Last updated
Last updated
The XINGYING software supports the creation of Markersets in Live. This requires objects with pre-attached reflective markers to be placed on the site, and each reflective marker point must be visible in the 3D view of the software (9.1.1).
Confirm that the software is running, then click the "Freeze" button at the bottom of the interface to freeze the 3D view.
To select reflective marker points in the 3D view, hold down the Shift key, click and hold the left mouse button, and drag to box-select the points needed to create a rigid body. Alternatively, hold down the Ctrl or Shift key and use the left mouse button to select the reflective marker points for the rigid body one by one. Use the mouse to select multiple reflective marker points attached to the surface of the rigid body in the 3D view. Note that a rigid body must have at least 3 reflective marker points (9.1.2). After selecting unnamed points in the freeze frame, the number of unnamed points will be displayed in the lower left corner of the 3D view in Live. The numbers in parentheses represent the number of boxed points, while the numbers to the left represent the total number of marker points in the 3D view.
In the 3D view, select the highlighted points that need rigid bodies and freeze frames (the number of marker points required for creating rigid bodies ranges from 3 to 19). Right-click with your mouse and choose "Create Rigid Body." In the rigid body creation window, you can customize the name of the created rigid body. (9.1.3)After customizing the name of the rigid body, choose to create either a "single" or "multiple" rigid body.
Choose "single, " then click on "Create." Multiple points will form a Markerset, and the reflective markers will be named and connected. The software defaults to creating rigid bodies in the positive Y-axis direction.
1.In the 3D view, select the points where you want to create the rigid body by drawing a selection box (the number of Marker points for creating the rigid body should be between 3 and 19). Right-click, choose "Create Rigid Body," and in the rigid body creation window, select "Multiple Frame" rigid body.
2.Slowly move the rigid body in the field to collect data. Once the data collection is complete, the improved error and the original error will be displayed. Click the "OK" button to save the improved rigid body asset, or click "Cancel" to apply the initially created single-frame rigid body.
The function of creating multiple rigid bodies is mainly used for scenes with a large number of rigid bodies, such as drone swarms. It allows for the quick creation of multiple rigid bodies. Before using this function, it is important to evenly distribute the objects in the scene. The distance between the objects should be kept as consistent as possible, and the spacing between the reflective markers on each object should also be consistent. The distance between the objects should be as consistent as possible, and the spacing between the reflective markers on each object should also be uniform.
Selecting reflective markers is not necessary. In the rigid body creation window, choose "multiple, " set the bone direction and field radius, and then click "create." Multiple rigid bodies will be successfully created.
The maximum number of rigid bodies that can be created is 100. When the 101st rigid body is created, the software will display a prompt.
Click the "Freeze" button to unfreeze the 3D view. At this point, the active captured object will be visible, and the MarkerSet will follow the activity of the captured object in real time. In this state, data can also be directly collected.
Given the ability to measure or know the coordinates of specific points on a captured object, we can input the local coordinates of these points to create a rigid body. Local coordinates can be used to create rigid bodies in both real-time and post-processing modes. Rigid bodies created using local coordinates in post-processing mode can be saved as templates and then loaded for use in real-time mode.
Firstly, place the object to be measured within the capture area and measure the coordinates of points on the object in advance. In the 3D view, hold down the Shift key and select the unnamed points on the object by clicking the left mouse button. Right-click to create a rigid body. In the pop-up window for creating a rigid body, choose the "Custom" option. The default name for custom rigid body creation starts from "CTracker0" and increments. Select the orientation of the rigid body's skeleton below and click the create button.
A window for inputting local coordinates will pop up on the software interface. Double-click in the input row of the window and enter the XYZ local coordinates of each unnamed point one by one. After entering all the coordinates, click the confirm button to complete the creation process. A custom rigid body will be successfully created in the 3D view.
The unit for the local coordinates entered in the input row is millimeters (mm). In real-time mode, you cannot add new rows in the local coordinate input window. The number of rows in the local coordinate input window corresponds to the number of unnamed points you selected, supporting the creation of custom rigid bodies with a maximum of 20 unnamed points.
If there are errors in the local coordinates of the unnamed points entered, the creation of the rigid body may fail. The rigid body will be successfully created when the local coordinates of the unnamed points match the actual local coordinates of the points.
If one of the XYZ local coordinates in a row is not entered, it defaults to 0.
To clear an entire row: After entering the XYZ local coordinates of the unnamed point, right-click on the window to bring up the menu and select the "Clear Entire Row" option. This action will clear all the XYZ local coordinates entered in the current row, filling them with a default value of 0.
To clear all: Clicking on the "Clear All" option will remove all the XYZ local coordinates entered in all rows, resetting all values to their default values.
In real-time mode, record the data of the object being measured. Afterward, load the recorded data in post-processing mode. In the asset panel, click on the create button. In the pop-up "Create Asset" window, enter the asset name, select the type as "Rigid Body," and check the "Custom" checkbox below. Finally, click the "Create Object" button.
The software interface will display a window for inputting local coordinates. Enter the local coordinates of the unnamed points in the input rows. After entering a row, the window will automatically add a new row, with a maximum of 20 rows allowed. Input the corresponding number of rows based on the number of markers on the object. Click the confirm button to successfully create the template. The marker name, link lines, and skeleton of the template will be automatically generated. The skeleton type is "Calcium".
Click on the track recognition button to track and identify the unnamed points. After successful recognition, the unnamed points will become named points, and link lines will be displayed between them. If recognition fails, it may be due to incorrect input of the local coordinates of the unnamed points during template creation or changes in the positions of markers on the object.
After tracking and identification, click on the solve button and wait for the progress bar to complete the solving process. The skeleton of the rigid body will be calculated and displayed on the rigid body. If the template is not recognized after tracking, the skeleton will not be calculated even after clicking the solve button.
To delete a row: When creating a custom rigid body in post-processing mode, in the local coordinate input window, right-click and select "Delete Row" from the menu. This action will clear the XYZ local coordinates entered in the current row and remove the row.
To delete all rows: In the local coordinate input window, right-click and choose "Delete All" from the menu. This action will clear all the entered XYZ local coordinates and remove all rows, leaving only one row for input.
Click on the save button in the asset panel to save the created custom rigid body template. Then, go to the top left corner and select File -> Save Motion Capture Data. Switch to real-time mode, check the checkbox next to the custom rigid body template you created in the asset list, click play, and you can now use the custom rigid body template created in post-processing mode in real-time mode.
In the frozen state, markers can be added and deleted for the created rigid body. See the operation entry in the image below (9.1.9).
Add Marker: In the frozen state, click the "Add Marker" button to enter the Add Marker mode. In the 3D view, click on an uncommanded point or hold the Shift key and use the mouse to select multiple points. The selected markers will be added to the rigid body in real-time. The maximum number of markers for the rigid body cannot exceed 20. An error will be prompted if you attempt to add the 21st marker. After adding the markers, click the "Add Marker" button again to exit the Add Marker mode. The rigid body will resume normal tracking status once it is unfrozen.
Delete Marker: In the frozen state, click the "Delete Marker" button to enter the Delete Marker mode. In the 3D view, click on a commanded point of the current rigid body, or click on the marker information in the rigid body's marker list. The selected markers will be deleted from the current rigid body in real-time. The minimum number of markers for the rigid body is 3. If you attempt to delete markers leaving only 2, the deletion will fail and a message will inform the user of the failure reason. After deleting the markers, click the "Delete Marker" button again to exit the Delete Marker mode. The rigid body will resume normal tracking status once it is unfrozen.
You can customize the orientation of a rigid body during its creation. The specific operation method is as follows: after freezing, press the Ctrl key and select the Marker points in the 3D view with the left mouse button. After successful creation, the orientation of the rigid body will be directed from Marker1 to Marker2. This determines the orientation based on the first and second Marker points selected with the Ctrl key.
Axis Coordinate Tool
Freeze the frame during real-time playback and select the name of the rigid body to be adjusted from the right-side list.
Translation Operation
Select the Rigid Body: Select the rigid body to be adjusted from the right-side list (skb type rigid bodies are not applicable).
Highlight the Bone: Select the bone corresponding to the rigid body or the bone name in the middle column of the asset component to highlight the rigid body's bone. If no bone is selected, the current rigid body bone will be automatically selected once the window is opened.
Open the Adjustment Window: Click the translation and rotation adjustment button in the upper menu bar. A translation and rotation window will pop up, showing the translation and rotation x, y, z information of the currently selected bone.
Activate Translation Editing: Click the "Translation" tab. The x, y, z information edit boxes will become editable, and the translation coordinate axes will be displayed at the origin of the rigid body bone.
Translatedcal Input: Enter values in the corresponding xyz boxes. Press Enter or when the input box loses focus, the bone will shift accordingly.
Translate by Numerical Input: Drag the corresponding axis on the translation coordinate axes. The bone will shift in the corresponding axial direction. When the mouse is released, the translation x, y, z information in the window will be updated.
Rotation Operation
Select the Rigid Body: Select the rigid body to be adjusted from the right-side list. For skb type rigid bodies, only value input rotation is available, and no rotation rings will be shown.
Highlight the Bone: Select the bone corresponding to the rigid body or the bone name in the middle column of the asset component to highlight the rigid body's bone. If no bone is selected, the current rigid body bone will be automatically selected once the window is opened.
Open the Adjustment Window: Click the translation and rotation adjustment button in the upper menu bar. A translation and rotation window will pop up, showing the translation and rotation x, y, z information of the currently selected bone.
Activate Rotation Editing: Click the "Rotation" tab. The x, y, z information edit boxes will become editable, and rotation rings will be displayed at the origin of the rigid body bone.
Rotate by Numerical Input: Enter values in the corresponding xyz boxes. Press Enter or when the input box loses focus, the bone will rotate accordingly.
Drag for Rotation: Drag the corresponding axis ring on the rotation rings. The bone will rotate in the corresponding axial direction. When the mouse is released, the rotation x, y, z information in the window will be updated.
Exit Editing: Deselect the "Rotation" button to exit the editing state. The x, y, z information edit boxes will be disabled, and you can freely drag the 3D interface.
Reset the State: When the tool window is closed or the asset is switched, the alignment tool interface controls, reset button, and input boxes will revert to the default editing state
Move the Bone Origin to a Specified Position
Freeze the Frame and Select the Rigid Body: Freeze the frame in real-time playback and select the name of the rigid body to be adjusted from the right-side list.
Highlight the Rigid Body Bone: Select the bone corresponding to the rigid body or the bone name in the middle column of the corresponding asset component to highlight the rigid body's bone.
Activate the Button and Set the Origin: Activate the "Set Origin to Specified Position" button above the translation and rotation. At this moment, translation coordinate axes will appear at the origin of the selected rigid body bone. Click on the named or unnamed point of the rigid body in the 3D interface, and the origin of the bone will change to the coordinates of the selected Marker point and move to that position. Note that the translation coordinate axes cannot be dragged.
Alignment Tool
Open the Adjustment Window: Click the axis tool in the menu bar. A translation, rotation, and alignment expanded window will pop up, with the alignment interface folded by default.
Set the Main Axis Parameters: Select the axial direction and its orientation (+X, +Y, +Z, -X, -Y, -Z) to be adjusted from the drop-down menu in the main axis row. Choose the target type (axis, Marker, center), and then select the target. (If the target type is an axis, a drop-down box with options like Global X, Global Y, Global Z, Local X, Local Y, Local Z will appear in the target column. If the target type is Marker or center, a selection button will appear in the target column. If it's Marker, the name label of the Marker point will show up in the last column of the main axis row after selection. If it's the center (center of multiple points), the number label of the Marker points will appear in the last column of the main axis row after selection, and the names of each Marker point will be shown when the mouse hovers over it.)
Set the Auxiliary Axis Parameters: Perform the same selection operation for the auxiliary axis as for the main axis.
Execute the Alignment Operation: Click the "Align" button to apply the alignment operation. If the axial directions or targets of the main axis and the auxiliary axis are the same, an error prompt will pop up: The target directions cannot be the same. When the type is Center or Marker, a prompt will also appear if the number of selected points doesn't match.
Example: Align the positive direction of the local x-axis of the object with the global x-axis. The positive direction of the local y-axis of the auxiliary axis is the vector derived from the origin of the rigid body bone and the direction of Marker 4. Calculate the cross product of the vectors of the main axis (X) and the unspecified Z axis. Then, use the main axis (X) and the Z axis to align the Y axis.
Rigid Body and Human Perspective Following
In both real-time and post-processing modes, first-person or third-person perspective following can be applied to rigid bodies or humans (Section 9.1.12).
By right-clicking in the 3D view during real-time or post-processing modes, select "Perspective Follow," then choose either "First Person" or "Third Person." After this, the currently selected rigid body or human asset will follow in the chosen perspective.Once perspective following is enabled, other assets can also be selected from the asset panel to follow in the same perspective.
When perspective following is active, the 3D view becomes non-operational, and the word "FOLLOWING" will flash at the top of the 3D view to indicate that the view is currently in a following state. To cancel perspective following, right-click and deselect the chosen follow perspective.