IKinema’s Orion Offers Full Body MoCap On Vive With Trackers For $500 A Year

IKinema’s Orion Offers Full Body MoCap On Vive With Trackers For $500 A Year

One of the most promising early applications for the HTC Vive Tracker we’ve seen is full-body tracking. Using two Vive controllers, the headset, and three Trackers attached to feet and torsos, you can get a pretty accurate representation of where your real body is in the virtual world. It’s great for gaming, but IKinema is looking to take it a step forward with Orion.

The UK-based company, which has already worked with the likes of Capcom and Square Enix, has its own mocap system using the Trackers and controllers, though in the video below it replaces the headset itself with a fourth Tracker strapped to the user’s head. You can also use the software with the headset, allowing you to bring full body tracking to games. You can see it being used pretty elegantly in the video below.

IKinema is set to offer Orion on a yearly subscription of $500, launching in Q2 of 2017. However, HTC has already said it plans to open source its own full body tracking solution and developers like Cloudgate Studios already working out their own solutions for games.

I asked IKinema what it makes its software worth the charge. The company told me that its tech includes “the full capabilities” of IKinema Fully Body solving, which is already used by several high-end studios.

“Orion incorporates the same solver that is used by studios using high end mocap systems such as (Vicon, OptiTrack),” a representative told us, later adding that it includes “our specific know-how on cleaning up and processing the data to get the best quality character motion.”

The company also sees it as a low cost solution for mocap. The price of a Vive and three trackers is around $1,100, so that’s $1,600 in the first year. Add on an extra $100 if you need the fourth Vive tracker for looking into the real world during mocap.

It looks like full body tracking with Vive’s new add-ons are going to be a major application. The question of just how people access the tech remains to be seen.

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HTC: Vive Full-Body-Tracking soll offen für alle sein

Beim Mobile World Congress und der Game Developers Conference war das Vive Tracker System von HTC wieder ein wichtiges Thema. In einer der beeindruckendsten Präsentationen wurde gezeigt, was mit Full-Body-Tracking in Virtual Reality Bereich alles möglich ist.

Mehr Gefühl dank Sensortechnik

Drei Sender wurden den Besuchern an den Füßen und der Taille befestigt. So ausgestattet, war es ihnen nicht nur möglich, Dinosauriern ins Gesicht zu treten, sondern es wurde ihnen ein komplett neues Gefühl für Kontrolle und ein Bewusstsein für Präsenz in fremden Welten vermittelt. Dieses spezielle System wurde von Cloudgate erstellt. Es stellt sich dabei natürlich die Frage, inwiefern andere Firmen von dieser Entwicklung profitieren können.

Entwickler sollen ihre Erfahrungen weitergeben

HTC kündigte jedenfalls an, dass sie an einer separaten Version ihres Full-Body-Tracking-Systems arbeiten und dieses anderen Entwicklern zur Verfügung stellen wollen. Alvin Graylin, Chef von Vive in China, sagte, dass sie bereits an einem „ähnlichen System“ in ihrem Forschungslabor gearbeitet hätten und dies auf jeden Fall für alle Entwickler offen stehen würde. Ihre Erfahrungen würden kostenlos einfließen. Wichtig an diesem System sei die Optionalität, erklärte Graylin. So ist das Ganze mit zwei Vive-Controllern noch komplett spielbar. Die Sensoren sind nicht nötig, um das Spiel erleben zu können. Allerdings sei die Erfahrung damit wesentlichen intensiver. Sollte das System einfach zu implementieren sein und andere Entwickler es auch nutzen, könnte dies ein überzeugendes Verkaufsargument für die Sensoren sein. Dies kommt überraschend, da in der ursprünglichen Ankündigung davon die Rede war, dass die Motion Tracker nur für das eigene System entwickelt werden würden.

Full Body Motion Capture mit 6 HTC Vive Trackern

Ideal für intensive Ballereien

Bullet cam Virtual Reality Game

Dieses System eignet sich natürlich besonders für Virtual Reality Shooter. Spiele wie Superhot VR stellen euch einen unsichtbaren Avatar zur Verfügung. Dies macht es etwas kompliziert, Kugeln auszuweichen. Durch einen sichtbaren Torso, könnten diese Erfahrungen deutlich eindringlicher wirken. Dazu gesellen sich mehr potenzielle Anwendungen für VR Filme.

Entwickler können den Tracker im Laufe des Monats für  99,99 US-Dollar bestellen. Auch für die Allgemeinheit soll er zum gleichen Preis im Laufe des Jahres erhältlich sein.

(Quelle: Upload VR)

Der Beitrag HTC: Vive Full-Body-Tracking soll offen für alle sein zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

HTC Will Open Source Full-Body Tracking For Vive With Tracker

HTC Will Open Source Full-Body Tracking For Vive With Tracker

Last week at both the Mobile World Congress and Game Developers Conference we got hands-on with the HTC Vive’s Tracker peripheral once more, and one of the best uses for it we saw was to enable full-body tracking in VR.

With three Trackers attached to our feet and waist, we walked around Cloudgate Studios’ Island 359 with a pretty accurate representation of where our bodies where in VR. We were able to kick dinosaurs in the face, opening up a new means of control and sense of presence. The system was created by Cloudgate itself, but will it be available for other developers?

HTC says it will.

Speaking to UploadVR at MWC, Alvin Graylin, President of Vive in China, said that HTC had been working on a “similar system” for full body tracking in its China research lab, and would be open sourcing it for all developers to implement it into their experiences for free.

The key to this system, as Graylin explained, is that it’s entirely optional. Island 359, for example, is still entirely playable with just two Vive controllers. You don’t need the Trackers to be able to experience the game but, if you do, you’ll have a more immersive experience. If the system is easy to implement and other developers catch on then this could be the biggest selling point for the Tracker, which is unexpected given its original pitch was to attach it to other objects, not yourself.

This system could also be hugely important to games like shooters. Currently, games like SUPERHOT VR (not on Vive) give you an invisible avatar, save for your hands, which can make it tricky to dodge how to avoid bullets. Giving you a visible torso could help make those experiences a little easier to understand. Then there are the potential applications for more accessible VR filmmaking and more.

Vive’s Tracker will be available to order for developers later this month for $99.99, and will be going on sale to the public for the same price later this year. Along with full body tracking, you can expect to use it to shoot guns, fight fires, and even play with friends

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Vive Dev Shows How Trackers Can Provide ‘Full-Body Presence’ In VR

Vive Dev Shows How Trackers Can Provide ‘Full-Body Presence’ In VR

From fire fighting simulators to local multiplayer shooters, developers are already getting inventive with the HTC Vive’s new Trackers, and now the creators of Island 359 have something impressive of their own to show off.

CloudGate Studio this week posted a video demonstration of its ‘Fullbody Awareness’ experiments in VR. The system brings a player’s entire body into the virtual realm, in this first test using four Vive controllers. Two are held in hand as per usual and another two are taped to President and Co-Founder Steve Bowler’s feet as he walks through the demo. Such a system wouldn’t be viable for consumers but, as Bowler points out on Twitter, replacing the bottom controllers with the Trackers may yield interesting results.

Still, what’s here right now is impressive. Using the system the developers were able to create what Bowler describes as “a pretty good facsimile of a human body in VR”. That includes torso, legs and arms, and not just the floating body parts we’re used to seeing in so many VR experiences right now. While not perfect, Bowler is able to accurately replicate a wide range of motions in VR like lifitng a leg up and even touching his toes.

The developers are even able to portray the player’s shadow within VR, and Bowler puts it to the test by dancing around before he starts to kick items in the virtual world. He also mentions that a third Tracker could be placed around the hips to more accurately track crouching, which he describes as “pretty good” in its current form but ultimately just “guessing”.

“Think about what this would look like for multiplayer, for social aspects, for everything, right?” Bowler says as he stares down at his virtual self.

It is an enticing thought, remdinding us of the Perception Neuron MOCAP system to an extent, which places multiple markers around the user’s body. The Vive trackers aren’t exactly designed to be worn on a user’s feet, though, so we do question just how useful this solution could ultimately be.

Bowler, however, doesn’t seem to be phased. Over on Twitter he suggested that the company might have “a plan”, possibly for special shoes that would fit the Trackers. “It’s easier than you think,” he said.

It’s certainly an option developers could start to provide to VR enthusiasts once the trackers start shipping in Q2 2017. Would you strap three extra Trackers to your body to fully dive into VR?

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