3D Content Generation for Virtual Reality and Real-Time Animation by Motion Capture
3D Content Creation Workflow Summary
Use already existing 3D models from platforms like Sketchfab
Use MakeHuman for humanoid character creation.
Use Blender for 3D Modeling of virtual sports equipment.
Make use of *.fbx file format for 3D data exchange.
The Story Behind
Standard Workflow for 3D Content Generation for Virtual Reality
Idea
The Institute of Sport Science ISPW provides with a Cave Automatic Virtual Environment (CAVE) in their sensorimotor laboratory. The aim of this project was to develo, implement and test a standard workflow for the creation of 3D content that can be used in the CAVE.
Goals
Workflow for rigged body animation
Workflow for creation of virtual sports equipment
Library with 3D Content
Unity Demo Project with OptiTrack plugin
Real-time animation of rigged avatar by motion capture
Workflow for Rigged Body Animation
Using MakeHuman:
3D modeling of a humanoid character
Export 3D model and UV mapped textures
In Unity Game Engine:
Import 3d model and UV mapped textures of virtual human
Install and configure OptiTrack motion capture plugin
Create an avatar GameObject using a rigged humanoid model from OptiTrack demo content
Assign imported virtual human 3d model and textures to the already rigged avatar GameObject
Stream OptiTrack MoCap data to the Unity Game Engine
Workflow for Creation of Virtual Sports Equipment
Using Blender:
3D modeling of sports equipment
Export 3D model as *.fbx
In Unity Game Engine:
Import 3D model of sports equipment
Create a sports equipment GameObject using the 3d model mesh
Install OptiTrack motion capture plugin
To the sports equipment GameObject assign an OptiTrack MoCap component
Stream OptiTrack MoCap data to the Unity Game Engine
Unity Demo Project with OptiTrack Plugin
Real-time Animation of Rigged Avatar by Motion Capture