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High fidelity finger support

Shogun Post supports the new high fidelity fingers marker sets and works with the Subject Setup panel and offline workflow.

You can change various parameters to get the best results, for example, you can scale the hands if they are too large or add pre-rotations to joints to get a better fit.

For more information, see Vicon Shogun 1.3 Post Tutorial - Finger Solve Adjustments on YouTube.

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urlhttps://www.youtube.com/watch?v=lU4BMD1-5lU&list=PLxtdgDam3USXX3qGWqbxeONpjj91SUHhI&index=8

Retarget support

You can now import your own FBX or USD file and use it for retargeting in Shogun Post. After you've prepared it, adjusted its pose and added constraints, you can export to FBX, USD, or VSR for use in other takes in Post or to use the VSR in real time in Live.

For more information, see:

Retarget with Shogun Post in Getting started with Shogun

and the relevant videos on YouTube:

Vicon Shogun 1.3 Post Tutorial - Retargeting Setup

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urlhttps://www.youtube.com/watch?v=S5otK-hx8QM&list=PLxtdgDam3USXX3qGWqbxeONpjj91SUHhI&index=5

Vicon Shogun 1.3 Post Tutorial - Retargeting Test

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urlhttps://www.youtube.com/watch?v=FFYwa2_FSak&list=PLxtdgDam3USXX3qGWqbxeONpjj91SUHhI&index=6

Vicon Shogun 1.3 Post Tutorial - Streaming Retargets into Unreal

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urlhttps://www.youtube.com/watch?v=3vUuTgp0PTE&list=PLxtdgDam3USXX3qGWqbxeONpjj91SUHhI&index=7

Enhanced scene visualization

Shogun Post now offers the following features to help you better visualize your scenes.

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Volume Visualizer for checking camera coverage

Shogun Post now provides a tool that lets you visualize camera coverage of real or virtual volumes based on the cameras in the scene.

The tool draws voxels for each theoretical ray intersection of cameras in the scene. This means that, within a box encompassing all cameras, every X distance from one corner to the opposite corner a box is drawn if cameras can see that position in space. You can configure how many cameras need to see that position and change other options such as whether or not to visualize camera frustums, define the volume size and the color scheme.

To configure the Volume Visualizer, click Camera Calibration and in the Camera Calibration panel, click the Volume Visualization tab.

For more information, see:

Visualize camera coverage in Getting more from Vicon Shogun

and

Vicon Shogun 1.3 Post Tutorial - Volume Visualizer on YouTube.

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urlhttps://www.youtube.com/watch?v=TqEL34lF-ng&list=PLxtdgDam3USXX3qGWqbxeONpjj91SUHhI&index=10


Static FBX support for scene visualization

To help you visualize your scene, you can now import FBX files to use as objects in your scene. You can also create Mesh objects, to which you can attach FBX files, and manipulate them within your Shogun scene.

This might be useful when you want to visualize your existing 3D environment within Shogun to enable you to position the characters accurately, or to help with camera placement.

For more information, see the following steps and watch Vicon Shogun 1.3 Post Tutorial - Static FBX Meshes on YouTube.

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urlhttps://www.youtube.com/watch?v=fq9Iz9HEsDM&list=PLxtdgDam3USXX3qGWqbxeONpjj91SUHhI&index=11

To import an FBX file as a static object:

  1. Drag the FBX file into the Shogun Post view pane.
  2. When you are prompted, choose Mesh.

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To create a static FBX object:

  1. On the Objects menu, point to Create objects, then click Create Object.
  2. On the left of the Create Object dialog box, click Mesh, enter a name for the new object on the right and then click OK.



  3. In the Attributes panel, enter or browse to the FBX file of the required mesh.

     

When you have created or imported the object, you can then move the object to the required position as normal.

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Create multiple objects

To make it quicker and easier to create multiple instances of an object (for example, if you want to create a number of cameras to help you to visualize a new capture space), you can now specify the number of objects to create when you create an object.

To create multiple objects:

  1. On the Objects menu, point to Create objects, then click Create Object.
  2. On the left of the Create Object dialog box, click the type of object you want to create (in this example, Camera).
  3. On the right of the dialog box:
    1. Enter a name for the object you're creating.
    2. In the Options select Create Multiple and if necessary, change the value to the required number of objects.
    3. Click OK.

  4. To check that your new objects are displayed, open a Selection panel.
  5. With the Object Manipulator, move the objects to their required positions.

For tips on creating multiple objects and using the Selection panel, see Vicon Shogun 1.3 Post Tutorial - Object Creation and Selection List on YouTube.

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urlhttps://www.youtube.com/watch?v=x2W3tsnm8gg&list=PLxtdgDam3USXX3qGWqbxeONpjj91SUHhI&index=12

Additional export formats

The following additional export formats are now available.

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TRC file support

Shogun Post has restored the ability to export skeletal marker data in TRC format.

To use this feature, with your data loaded in Shogun Post, on the File menu, click Export and from the Save as type list, select the Motion Analysis Trajectory (*.trc) option.

See also trcExportOptions in the Vicon Shogun Scripting Guide.

USD file support

With Shogun Post, you can now import and export skeletal data in USD format. This lets you quickly get animation data onto an IOS device like an iPhone or iPad and to make use of features like the new ARKit technology.

To use this feature for export, with your data loaded in Shogun Post, on the File menu, click Export and from the Save as type list, select the Pixar USD option.

See also usdExportOptions and usdImportOptions in the Vicon Shogun Scripting Guide.

Ability to resample data

In Shogun Post, the new resample command enables you to resample captured data to a different timecode standard and/or rate.

You can convert your motion capture data to a new timecode and/or rate that you specify and export the data saved at the new rate.

You can also specify whether to include unlabeled markers and gaps in the converted data.

For more information see resample in the Vicon Shogun Scripting Guide.

Gap-filling made easier

The following additional features have made filling gaps easier and more automated.

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Marker gap list with ranges and auto-selection

You can now conveniently view all the gaps in your scene in the Marker Editing panel, in the Fill Gaps section, by looking at the Gap List. To make it easy to find the longest gaps, click the Length column heading to rearrange the list, with the longest gap at the top.

When you select a gap in the list, it is automatically displayed in the Graph view, so that you can edit the gap quickly and easily.


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New intelligent rigid body fill tool

Shogun Post now enables you to automatically fill gaps using a rigid fill operation. This looks at all the markers in your scene and then compares them against the marker you are trying to fill. It then uses a combination of similarly moving markers to fill the gap. Finally, it checks the fill to make sure it looks correct and if not, it chooses another set of markers.

For more information, see:

Auto-fill with intelligent rigid fill in Getting Started with Vicon Shogun, Clean up data

and

Vicon Shogun 1.3 Post Tutorial - Gap List & Auto Rigid Fill on YouTube

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urlhttps://www.youtube.com/watch?v=U3jmKTqykOE&list=PLxtdgDam3USXX3qGWqbxeONpjj91SUHhI&index=9

In and Out smoothing for filters

The new Smooth In/Out option in the Marker Editing panel offers smoother blending at the start and end of the filtered section of a trajectory curve.

For details, see:

Ensure smooth start and end to filtered trajectories in Getting Started with Vicon Shogun, Clean up data

and

Vicon Shogun 1.3 Post Tutorial - Filter in/out Smoothing on YouTube.

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urlhttps://www.youtube.com/watch?v=0csCqSmKe9E&list=PLxtdgDam3USXX3qGWqbxeONpjj91SUHhI&index=3

View Filters reorganized in Post

The View Filters for the 3D Scene view have been enhanced and reorganized to make them easier to use.

In the Subjects section, the view options are displayed in a matrix, with columns for Labeling, Solving, Retargeting and Props, enabling you to choose a view configuration that suits your current task.

The default view filter sets are for labeling, solving, and retargeting, but you can add your own filter sets by clicking New Preset.

To rename, copy, remove or restore any filter set to its default value, right-click on a filter set and then click the required option.

Your settings, including any custom presets, are automatically saved, so that you can easily re-use them for different workflows.

New scripting commands

The following new/restored scripting commands are available in Shogun Post:

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For information on each command, see the Vicon Shogun Scripting Guide.

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