Hands-In-The-Web

Creative

motion capture

SHOW HN2023

103points
31comments
#624of 3,109 in 2023
Top 21%of 2023 by points

How HN took it

LovedMost comments that take a side are positive

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 HN
    • I 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 HN
    • This 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 HN
    • This 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
    • This 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 HN
    • 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
    • What 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 HN
    • 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 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 HN
    • Thanks 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 HN
    • For 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 HN
    • How 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 HN
    • For 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

Category, keywords, summaries and labels on this page were made by AI (Thread Reader v2) and not checked by hand. Each point links to the comments it came from.

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