Hands-In-The-Web
Creative
motion capture
SHOW HN2023
How HN took it
6 positive, 7 neutral or asking, 1 mixed, 1 critical, out of 15 comments about the project. Thread score +0.31.
Idea: 6 for, 1 against
The thread, comment by comment
Each row is a top-level comment and its replies, in HN's order. Select a cell to open that comment on HN.
positive neutral or mixed critical about another commenter or something else the maker
What HN said
What people liked
Impressive open-sourcing and practical XR demos
From 3 comments
This is great, well done, and thanks for open sourcing it. I started to build something like this early last year, but got too busy with another pet project and having a baby.…
endergen on HNI am constantly impressed by what your team shares and the practical application of XR concepts. I find myself pointing people to your demos frequently and hope to see one or two…
jimmySixDOF on HNThis is a really great project, thanks, will definitely have a play with this and it might enable some project prototyping for me that are too small for a proper mocap setup.
Mindwipe on HN
Useful for animation and cheap mocap
From 3 comments
With an expensive Quest Pro you could capture your facial expressions using the headset's eye and face-tracking features. Any more on this? As for hands - is it able to track…
Keyframe on HNThis is a really great project, thanks, will definitely have a play with this and it might enable some project prototyping for me that are too small for a proper mocap setup.
Mindwipe on HNThis could be great for people doing work with various sign languages.
Scalene2 on HN
Objections
Arms and full-body capture are not covered; hand tracking alone is limited
From 3 comments
This is extremely cool! I haven't much of a clue on motion capture. But, the capture I want to do requires feet, hands, face, shoulders, arms, knees, fingers, AND the ability to…
pronlover723 on HNThat's great! I assume the hand capture (+ head position) doesn't give you enough to apply inverse kinematics reliably (i.e. better than VRchat), is that correct? It's a naive…
cmehdy on HNWhat about arms? Or would it have to rely on some realtime IK solution to sort them out?
klaussilveira on HN
Alembic files are heavy in size
From 1 comment
Wow that's super cool! That's definitely the biggest challenge - how to keep the size of the mocap data small. Our library is not the best at that, since it simply records…
diegomacario on HN
Requests
Full-body capture including arms, legs and facial expressions
From 2 comments
This is extremely cool! I haven't much of a clue on motion capture. But, the capture I want to do requires feet, hands, face, shoulders, arms, knees, fingers, AND the ability to…
pronlover723 on HNWith an expensive Quest Pro you could capture your facial expressions using the headset's eye and face-tracking features. Any more on this? As for hands - is it able to track…
Keyframe on HN
Smaller compressed file format for mocap data
From 3 comments
Thanks for this! I have been working on something similar for an upcoming education app, record a course and play in the same app with a compact file format (1MB per minute,…
madlag on HNThanks for the kind words! Yes, file size for live action or shipping directly in an app is always an issue. I may actually contribute some code, my file format is no rocket…
madlag on HNFor a body, with bones, since they can't stretch. All you need is rotation at each joint. You can get away with 10/11 bits per axis. So for a full body you should be able to…
gernb on HN
Questions
Can it track objects held in hands or occlusion?
From 2 comments
With an expensive Quest Pro you could capture your facial expressions using the headset's eye and face-tracking features. Any more on this? As for hands - is it able to track…
Keyframe on HNHow well does it do with occlusion? Holding, or manipulating an object, and capturing those interactions.
klaussilveira on HN
Can inverse kinematics be solved from hand capture?
From 1 comment
That's great! I assume the hand capture (+ head position) doesn't give you enough to apply inverse kinematics reliably (i.e. better than VRchat), is that correct? It's a naive…
cmehdy on HN
Alternatives named
Sony mocopi
From 1 comment
https://www.theverge.com/2022/11/30/23485732/sony-mocopi-motion-capture-metaverse-vr-avatar-announcement-price Not open source but pretty cheap and does 80% of what you want,…
Mindwipe on HN
Meta Movement SDK
From 2 comments
Well consider this sample from the Meta Movement SDK that allows you to control the facial expressions of a character with the face tracking of the Quest Pro:…
diegomacario on HNFor the arms you could use Meta's new Movement SDK: https://developer.oculus.com/documentation/unity/move-overview/ Although in my opinion the arms still look a bit janky. You…
diegomacario on HN
Kinect sensor fusion
From 1 comment
Curling up in a ball and rolling around on the floor seems like a worst case for a lot of motion tracking setups. Systems based on wearable sensors won't work because you can't…
csande17 on HN
MCAP file format
From 1 comment
Take a look at the MCAP file format (https://mcap.dev), we invented it for the robotics industry but it’s a generic write-optimized container format for time series data. Since…
jhurliman on HN