Getting Started With Vicon Shogun
Getting Started With Vicon Shogun
WHAT'S INSIDE
Calibrate cameras 75
Mask cameras 77
Capture a wand wave 81
Set the volume origin 84
Create subjects 98
Load subjects and props via .mcp file 99
Choose a marker set 100
Add labeling clusters to the datastore (optional step) 101
Place markers on a performer 103
Create and calibrate a subject 109
Load a retargeting setup 118
Troubleshoot subject calibration 119
Videos of the procedures described in this guide, including many additional tips
and examples, are available from the Vicon Shogun playlist on YouTube1, and
the Vicon Shogun channel on Vimeo2, beginning with 1 - Shogun Live -
Introduction3.
Note
As some videos were recorded using an earlier version of Shogun, you
may notice minor differences in the user interface.
1 https://www.youtube.com/playlist?list=PLxtdgDam3USVknig2N6QU1ARXR22LXJfJ
2 https://vimeo.com/channels/1249217
3 https://vimeo.com/218944959
These topics are useful if you are new to Shogun and want to familiarize yourself
with the user interface, but if you're ready to start working straight away, go to
Prepare your Vicon system (page 55).
See also the Vicon video: 1 - Shogun Live - Introduction4, which also
provides an introduction to Vicon Shogun Live.
Note
As the videos were recorded using an earlier version of Shogun, you
may notice small differences in the user interface.
4 https://youtu.be/XrmM2KXiaPQ
The System panel is displayed on the left (with the Processing panel
displayed as a tab below it).
On the right of the Shogun Live window, the Camera Calibration , Tracking,
and Capture panels are displayed as tabs. These tabs are displayed in the order
you are likely to want to use them (from left to right) and on each tab, the
sections are arranged in order of a typical workflow.
When you choose the 3D Scene view, you can also select a Perspective
view, or orthogonal views:
1. Click the required button at the top right of the view pane.
You can display a different view in each pane; for example, a Perspective view
in one and a Cameras view in the other.
2. To save a favorite layout, click the Save button to the right of the Load Saved
View list.
3. To return to the default layout, in the Load Saved View list, click Default.
In a 3D Scene view, 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 solving, retargeting, and labeling.
If required, you can add your own filter sets by clicking New Preset.
2. To rename, copy or remove any filter sets, 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.
Tip
In the View Filters, you can select Subjects options to display the
required data, for example, to view markers and bones through the
skin, select X-Ray.
After system calibration, the camera 'tunes' itself to update its rotation based on
calibration.
To set the rotation to snap to the nearest 90 degrees, in the Cameras view,
display the View Filters and in the 2D Data section, select the Snap to 90° check
box.
2. To display markers based on their physical size, select the Use Reconstruction
Radius option.
To move panels, drag them by their title bars and drop them into place using the
guides that overlay the main window:
If you prefer, instead of docking the panels as described above, you can leave
panels floating in an independent window.
To hide/redisplay a panel:
The panel is hidden as a vertical tab along an edge of the main window.
If you hide multiple panels, they are tabbed vertically along the edge of the main
window.
Action Mouse
Expand section
Click the right-pointing arrow
Collapse section
Click the downward-pointing arrow
To help you find the controls, panels also let you show and hide Advanced
settings, and where applicable, you can set the values to their defaults.
For more information about the status of your system components, hover the
mouse pointer over the relevant icon.
To use the search, display the Advanced properties and enter the first few letters
of the property you want to find.
This topic introduces some of the ways you can customize Live.
To change the amount of free space remaining before Shogun Live alerts you:
1. In the Preferences dialog box (Settings > Preferences, or Shift+P), click the
User tab.
You can also select or clear the check box to enable a warning if video cameras
are enabled, but video capture is disabled.
You can adjust the behavior of the middle mouse button with options in the
Preferences dialog box.
2. On the User tab, go to the General section and select/clear the required
settings.
Note that the effect of changing the Middle mouse button scrub sensitivity
(or the Mouse wheel jog in frames) option is exponential and is the same as
the equivalent setting in Post.
Tip
To see a list of all current hot keys, on the Settings menu, click Show Hot
Keys or press Shift+H.
To create your own hot keys, in the Command column, double-click the
required command and in the Set Hot Key dialog box, specify the hot keys.
Use the mouse and keyboard to speed up your work with Vicon Shogun Live with
the following commonly used shortcuts:
3D Scene view
Action Mouse
Cameras view
Action Mouse
Select objects
Action Mouse/hotkey
Select Click or
Drag or
ALT+drag (3D Scene, Perspective view)
1. Open the Hot Keys dialog box (Settings > Show Hot Keys or Shift+H).
2. Double-click the required command to display the Set Hot Key dialog box,
where you can set or clear the hot key for it.
3. To save to disk the current hot keys, includiing any changes you've made,
click Save.
1. On the Settings menu, click Preferences (or press SHIFT+P) and in the
Preferences dialog box, click the Preferences for userName tab.
When ALT key to select in views is cleared, the default behavior is selection
without the ALT key.
• With the prop selected, display the Object Manipulator, ensure it is set to
Global and change all the prop's values to zero.
2. Press Ctrl+G.
This saves you from having to select the option for the camera(s) on the
System tab.
See also the Vicon video: 1 - Shogun Post - Introduction5, which also
introduces Vicon Shogun Post.
Note
As the videos were recorded using an earlier version of Shogun Post,
you may notice small differences in the user interface.
5 https://youtu.be/A4cdCdaDTII
The Processing tab is displayed on the ribbon. On the ribbon, the links to the
panels are displayed in the order you are likely to want to use them (from left to
right) and within each panel, the sections are arranged in order of a typical
workflow.
The default time bar , which displays an issues heat map (colored horizontal
bars that indicate gaps in your data) when you load a mocap file, is displayed at
the bottom of the window.
To find out more about loading data into Shogun Post and using the time bar
issues map, see Load mocap data files into Shogun Post (page 154) and Get an
overview with the time bar Issues map (page 166).
For more information about how you can change the view pane in Shogun Post,
see:
The 3D Scene view consists of a view pane and a toolbar (along the top). The
toolbar contains buttons and menus to help you to manage the way 3D
reconstructed data is displayed in the view pane.
To select a layout for the view, click a button at the top right of the quick access
toolbar.
The default view filter sets are for labeling, solving, retargeting, and props,
but you can add your own filter sets by clicking New Preset.
3. 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.
To Do this
Rotate (move the camera viewpoint around the Click and drag
focal point)
Translate (move the camera viewpoint along a Left- and right-click and drag
horizontal or vertical axis)
As you navigate the view pane, when the cursor reaches the edge of the pane, it
wraps around to the other side to maintain a continuous movement, so you can
keep dragging in one direction without having to release the mouse button.
1. To select a different type of view, click the view type button at the top left of
the view pane.
To select options that affect what is displayed in the 3D Scene, click View
Filters (see Change the display in the view pane (page 27)).
Tips
• To view markers and bones through the skin, select the X-Ray view
option.
When you choose the 3D Scene view, you can also select a Perspective
view, or orthogonal views:
• Graph: Manage keys which control the position of one or more markers on
one or more frames
• NLE (Non Linear Editor): Clips of multiple markers from multiple takes, or
subsets from a single session
3. To select a layout for the view pane, click the required button at the right of
the Shogun Post toolbar.
You can display a different view in each pane; for example, a 3D Scene view
in one and a Cameras view in the other.
4. To save a favorite layout, on the Layouts menu, click Export Custom Layout.
By default, custom layouts (*.hsl files) are saved to C:
\Users\Public\Documents\Vicon\ShogunPost1.x\Layouts.
Tip
If you want to return to the default layout, re-start Shogun Post and
select the option Reset workspace to default layout.
For information on changing the layout and visibility of the panels, see Post -
Work with panels (page 31).
When you first open Post, the Processing tab is selected, but you can view all the
panels by clicking on the Panels tab.
On the ribbon, the panels are grouped into tabs that represent an area of
activity. Each tab contains related panels and commands.
The tabs and the panels on them are arranged in the order you are likely to want
to use them, from left to right.
To perform a task, on the ribbon, click the button that displays the required
panel name, or click the equivalent command on the Vicon Post menu bar
(above the quick access bar).
Note
The buttons toggle the display of the panels, so if you click on the
button for a panel that is already open, the panel closes.
To find out more about working with panels in Shogun Post, see:
Rearrange panels
You can re-position and hide or display the panels to suit your way of working.
Drag the panels by their title bars and drop them into place using the guides
that overlay the main window:
If you prefer, instead of docking the panels as described above, you can leave
panels floating in an independent window.
You can also hide panels, to give you more space in which to work.
Hide/Display panels
To auto hide/redisplay a panel:
The panel is hidden as a vertical tab along an edge of the main window.
If you auto hide multiple panels, they are tabbed vertically along the edge of the
main window.
Action Mouse
Expand section
Click the right-pointing arrow
Collapse section
Click the downward-pointing arrow
These topics introduce some of the ways you can customize Post.
The Directories tab contains fields that enable you to specify the location of:
• Scripts folders. For more information, see Set script folder locations (page 37) .
• Marking Menu file, Hot key file, Button shelf file, Selection set file, Log file,
Temp directory, Startup script, Shutdown script, Python interpreter. For more
information, see Set file names and folder locations (page 39) .
Tip
The Marking Menu, Hot Key, Button Shelf, and Selection Set files are saved
as Shogun scripts (.hsl files). These default Shogun .hsl files are stored in the
Shogun Post folder (by default, C:
\Users\Public\Documents\Vicon\ShogunPost#.#). You might find it useful to
create different .hsl files to store particular categories of these files and/or to
create your own folder for storing any of these files that you create or
customize. You can specify the location of this folder in the appropriate
fields on the Directories tab.
You can specify more than one Scripts folder on the Directories tab, but Shogun
executes the first version of a given script file that it finds. That means that if you
have two script files named greatScript.hsl, Shogun will execute the first one it
finds as it searches the specified script folders in the order in which they appear
in this field. You can use this search order to control when customized scripts are
used over standard Shogun scripts.
Review the default scripts in the Scripts folder and all its sub-folders because
they may save you time. Each script supplied with Shogun is documented, so you
can quickly determine its function and modify its commands to meet your own
needs. Most Shogun Post users find that these scripts can streamline many
standard operations as written, and they also can be customized to meet other
needs as required. For more information on using scripts, see the HSL scripting
with Vicon Shogun.
Important
Ensure you save a custom version of a Shogun script under a new file
name. This ensures that if your script doesn't work, you still have the
original.
2. In the Preferences dialog box, click the Directories tab and view the Script
directories section.
3. For each folder that you want to add, in the Script directories mini toolbar,
click the Add button.
4. In the Select folder dialog box, enter or browse to the desired location.
• If you have specified multiple directories, use the Move selected script up and
Move selected script down buttons to arrange the directories in the desired
order.
• To view folder contents, select a folder in the list and click the Open Folder
button on the toolbar.
• To update the contents of the selected folder, click the Reparse button.
You may find it useful to create your own folder and/or filename for storing any
files you create or customize.
1. Open the Preferences dialog box (see Specify Vicon Shogun Post
folders (page 36)).
4. In the dialog box, enter or navigate to and select the appropriate file or folder
that Shogun Post is to use and click Open.
You can click this Open button to open any previously saved .hsl files at any
time during a Shogun Post session.
A related option, Show selection pick menu, enables you to choose whether to
display the menu that is displayed when you hover the mouse pointer over
several markers or objects that are on top of each other. When selected, you can
quickly choose from a list of markers or objects, without having to use the
Selection filters.
When cleared, no menu is displayed and you can select only the object that is
directly under the mouse pointer.
See also Vicon Shogun 1.3 Post Tutorial - Selection Toggles6 on YouTube.
You can also specify that the current Eclipse session is used by selecting Use
active session for subject I/O.
6 https://youtu.be/i04aVAvYZ8w
LatestCalibration.xcp Data about the last calibration. You may be asked for this
by Vicon Support to aid troubleshooting.
Tip
To see a list of all current hot keys, on the General menu, click Preferences
and then click the Hot Keys tab.
To create your own hot keys, in the Command/Script column, double-click
the required command or script and in the Set Hot Key dialog box, specify
the hot keys.
The following topics list commonly used shortcuts and explain working with
objects, selection, and the context-sensitive menus.
Tip
If you are clearing a hot key, you can save time by showing only the
commands or scripts that have hot keys assigned to them. To do this,
at the top, select Show hot keyed only.
C:\Program Files\Vicon\ShogunPost1.#\DefaultConfiguration
However, the hot key file (HotKey.hsl) that Post uses by default is in:
C:\Users\Public\Documents\Vicon\ShogunPost1.x
To preserve any hot keys that you may have added, this file isn't modified by the
installation. Post only recreates the hot key file from \DefaultConfiguration if a
hot key file doesn't exist.
1. Before installing the new hot key file as described in Step 2, save any hot keys
that you have added by copying to another location the hot key file
(HotKey.hsl) in:
C:\Users\Public\Documents\Vicon\ShogunPost1.x
• Before installing the latest version of Shogun Post, to force Post to use the
new hot key file, delete HotKey.hsl in:
C:\Users\Public\Documents\Vicon\ShogunPost1.x
or
• After installing the latest version of Shogun Post, copy HotKey.hsl from:
C:\Program Files\Vicon\ShogunPost1.#\DefaultConfiguration
C:\Users\Public\Documents\Vicon\ShogunPost1.x
3. To restore your custom hot keys, open the file you saved in Step 1 and
manually copy your custom hot keys to the new HotKey.hsl file.
In Labeling mode (in the Labeling panel, Shift+click to go up through the list
in the Manual Labeling Options, select Shift+right-click to go down through the
Label), with the mouse in the view pane list
and the Labeling panel open, move up
and down the list of labels.
Pan (horizontally and vertically) Click and drag or left- and right-click and
drag
Use the following key combinations to select markers in the marker list at the left
of the Data Health view.
Action Mouse
1. On the General menu, click Preferences and in the Preferences dialog box,
click the Interface tab.
When ALT key to select in views is cleared, the default behavior is selection
without the ALT key.
• When ALT key to select in views is selected in the Preferences dialog box, use
ALT+CTRL+ right-click.
• When ALT key to select in views is cleared in the Preferences dialog box, use
ALT+ right-click.
To avoid accidentally manipulating objects when using the ALT key to select:
You can turn on the requirement for the CTRL key be held down to manipulate
objects in the 3D Scene view by selecting this option on the Interface tab of the
Preferences dialog box. By default, the option is cleared (off).
If you're installing your Vicon system yourself, see the Vicon documentation that
was supplied with your hardware and Installing and licensing Vicon Shogun,
together with any relevant videos (see the video links below). If you need further
help with setting up your Vicon system, please contact Vicon Support7.
Important
When you start Shogun Live or connect Vicon devices into your system,
Shogun checks to see whether the firmware for all your devices is up-to-
date. If your devices aren’t using the latest firmware, Shogun displays an
icon in the toolbar to let you know that a more up-to-date version of the
firmware is available. To benefit from the latest enhancements and bug
fixes for your Vicon system, click the icon and update your firmware.
(The Vicon Firmware Update Utility is installed with the latest version of
Shogun. If you don't have the Vicon Firmware Update Utility, download
it from the Vicon website8.)
To prepare your Vicon system for motion capture with Vicon Shogun Live, you'll
need to complete these procedures in this order:
7 mailto:[email protected]
8 https://www.vicon.com/software/camera-firmware/
You can watch a Vicon video: 2 - Shogun Live - System Setup9, which shows
these steps. (If your system includes Vicon video cameras, see also 3 - Shogun
Live - Setting up Vue video camera10.)
9 https://vimeo.com/218944963
10 https://vimeo.com/218944968
3. In the Data Management panel or in Eclipse, click the Create a new database
button . (Note that the the Eclipse buttons are slightly different from the
Data Management ones, but their function is the same.)
a. In the Location field, browse to or enter the required location. This can be
anywhere where you normally save data, for example in your Documents
folder.
b. In the Name field, supply a name and (if required) a description in the
Description field.
5. Click Create and in the next dialog box, ensure your new database is selected
and click Open.
6. In the Data Management pane, create the structure in which Shogun Live will
store your take:
a. Right-click in the window, point to New and then click Project and supply a
suitable name for your project.
b. Click in the Project line you just created, then right-click, point to New and
click Capture day.
c. Click in the new Capture day node, right-click, point to New and then click
Session.
7. Open Windows Explorer and view the folder structure you just created.
Note that the .enf file has the name you gave to your database. It contains the
file structure instructions to Eclipse that tells it which is the main folder and
which are the subfolders for this database. The subfolder structure reflects the
Project, Capture day and Session that you specified. Each subfolder contains
an .enf file that indicates to Eclipse where it belongs in the hierarchy.
You now have an active session, ready to store your Shogun Live takes.
Before you begin capturing, to save your captured takes into the newly created
folder hierarchy, you will specify the path to it in Shogun Live, as described in
Capture a take (page 132).
1. Position your cameras around the capture volume, ensuring that two or more
cameras can see every point in the volume in which you intend to capture
motion.
2. Place Vicon retroreflective markers around the floor to outline your capture
volume.
Tip
You may find it helpful to create an asymmetrical pattern along the
perimeter, as shown above, to help orient your view. For example, for
a rectangular volume, place a different number of markers at each
corner. For an elliptical volume, vary the spacing between markers as
you place them around the perimeter.
1. Ensure your cameras are physically connected to the system (for details, see
the hardware documentation supplied with your Vicon system).
3. In the System panel (by default located on the left of the Shogun Live
window), SHIFT+click to select all the cameras or, for a large number of
cameras, right-click and click the relevant Select All option.
5. Keeping all the cameras selected, in the Optical Mode section below, change
Grayscale Mode to All.
• You can see 2D marker images from each connected optical camera.
• Two or more cameras can see every point in the volume in which you
intend to capture motion.
Vicon MX T-Series:
Vicon Bonita:
Vicon Vantage:
Vicon Vero:
To focus a camera:
1. To make focusing easier, in the View Filters, go to the 2D Data options and
select Maximize Grayscale, which zooms the view into any visible markers.
3. Adjust the Focus ring so that the markers become round and clear. As you
rotate the focus ring, notice the marker images get smaller and then at some
point will begin to get larger again. Good focus is when the marker is at its
smallest size. Leaving this setting at infinity ∞ is normally suitable. Aim for a
marker image similar to the following:
1. In Vicon Shogun Live, make sure you are viewing 2D data from your cameras
in one or more Cameras views. (To display the necessary layout, you can click
the Load saved view list in the menu bar near the top of the Shogun window,
then click System Setup.)
2. Have someone wave the calibration device around in the capture volume and
ensure you can see marker images moving in each Cameras view.
3. In the System panel, SHIFT+click to select all the cameras, go to the Optical
Mode section below and adjust the following camera settings as necessary:
• Threshold: A good starting value is 0.2 to 0.3. This setting determines the
minimum value at which data is registered by pixels on the camera sensor
and considered for circle fitting. As this setting acts like a high-pass filter,
reducing this value increases the data that can pass through the sensor.
If you need to further adjust any of the above settings for individual cameras, in
the System panel, click the name of the relevant camera and change the
required setting(s) in the Optical Mode section.
When you have finished focusing and optimizing the cameras, with all cameras
selected, in the Optical Mode section change Grayscale Mode back to Auto.
1. In the System panel, in the Connectivity section, click on your device to view
its current settings.
3. In the Frame Rate (Hz) list, select the required frame rate.
(For information about using High Speed mode, which enables you to run
Vicon Vantage cameras at higher frames rates while maintaining the FOV, see
Use High Speed mode to run Vantage cameras at higher frame rates (page
69).)
4. To use a genlock standard, ensure the Genlock Setup option is selected and
from the Genlock Setup list, select the standard you want to use. Similarly, if
required, enable the Timecode Setup option and select a timecode standard
from the Timecode Setup list. The following example shows the SDI standard
and a frame rate of 120 selected:
5. In the Genlock and Timecode section for the selected connectivity device, to
enable genlock, select the Genlock Enabled check box.
7. In the Data Capture panel (by default displayed at the bottom of the Camera
Calibration panel, on the right of the Shogun Live window), the timecode is
now displayed.
Note that because the higher speeds are achieved through subsampling
(removing some pixels from the frames), some reduction in resolution is incurred.
For details, see High-speed mode in the Vicon Vantage Reference Guide.
1. In Vicon Shogun Live, in the System panel, click in the Frame Rate list and set
the system frame rate to the speed you want to use in High Speed mode.
A warning may temporarily be displayed, alerting you to the discrepancy
between the requested frame rate and the actual system frame rate, until you
select high speed mode for all the relevant cameras, as explained next.
In the Cameras view pane, notice that the High Speed mode icon is displayed
in the top left corner of the view, next to the other camera details .
If your Vicon system includes supported video cameras, ensure you have set up
your PC to work with the video cameras, physically connected the video cameras
to your Shogun system, and set an IP address for each video camera as
described in the Vicon video: 3 - Shogun Live - Setting up Vue video camera11.
Before you begin a capture that includes video, ensure you have specified the
required location for video capture, as described in the following steps.
11 https://vimeo.com/218944968
2. In the Preferences dialog box, set up a different alias for each video camera
in your system, each pointing to a different SSD as follows:
b. In the Create New Device Capture Folder dialog box, in the Alias field
enter a name for the folder and in the Capture Folder field, enter or
browse to the required location and click OK.
4. In the System panel, in the Video Cameras section, for each video camera,
ensure that the correct alias is selected from the Capture Directory list.
In the System panel, select a video camera, and then set the following
attributes:
1. In the General section, ensure Enabled is selected and set the Stream IP
Address for the selected video camera. This must be the address that was set
for this video camera in the Windows Network and Sharing Center, as shown
in the Vicon video: Vicon Vue Configuration (see above). Ensure the camera’s
IP address is not the same as that used by any other optical or video camera,
or any other device. As the address ending in 192.168.10.1 is always reserved
for the system, normally video cameras take the next available IP addresses
(for example, 192.168.10.2, 192.168.10.3, etc).
The video stream is now displayed in the Cameras view of the selected video
camera.
You can now calibrate the video camera, along with the other cameras (see
Calibrate cameras (page 75)).
a. Note that for the best performance and to avoid running out of disk space,
in the Capture section, set the Capture Directory to a drive that is different
from that used by the Data Management or Eclipse database. If possible,
specify a different drive for each video camera, as described in Set up
aliases for video capture (page 71). If not, at least divide the video cameras
into separate groups, depending on the drive speed, and allocate a
separate drive to each group.
The folder structure created by setting the Capture Directory duplicates
the structure of the Data Management capture path.
b. To change the sampling rate for video cameras, in the System panel, in the
Video cameras section, click to select the required video camera and in
the General section select the required option from the Sub Sampling
Divisor list.
c. If you need to adjust the saturation, click Show Advanced and change the
relevant setting in the Video Mode section.
1. In the System panel, ensure the relevant video camera is selected (both Vue
and SDI are supported) and in the Capture section, click in the Container
Format list and select MOV.
2. To change the default quality setting, click in the Video Format list and select
one of:
File sizes can be much smaller, depending on the chosen quality setting.
Calibrate cameras
Calibrate cameras
When you first connect up your Vicon system and start Vicon Shogun Live, notice
that in both the System panel and in the Cameras view, icons give you feedback
on the current status of the cameras. The cyan icons indicate that although the
cameras are connected, they are not yet calibrated.
Tip
To make it easy to tell when cameras have been disconnected, camera views
for disconnected cameras display a red border.
With Shogun Live 1.6 and later, to avoid having to recalibrate the whole system
when you make changes such as adding or moving some of the cameras, you
can Calibrate or recalibrate selected cameras (page 95).
12 https://vimeo.com/218944974
Calibrate cameras
• The Grayscale Mode for all cameras is set to Auto. To do this, in the
System panel, click and drag or right-click to select all cameras and in
the Optical Mode section below, change Grayscale Mode to Auto.
Calibrate cameras
Mask cameras
You mask cameras, including supported video cameras, during camera
calibration to eliminate any unwanted reflections in the capture volume, so that
they are not mistaken for markers by the cameras. Before you start masking, you
can see these reflections represented by light pixels in the Camera views. During
masking, blue pixels are drawn in the Cameras views, enabling you to see how
much of the view is masked.
To mask reflections:
1. Ensure you have removed any objects likely to cause reflections, such as the
calibration device or markers, from the capture volume.
2. To display the required panels, in the Load Saved View list, click System
Setup.
3. In the System panel, SHIFT+click or drag to ensure all the cameras are
selected, including any video cameras in your Vicon system.
Calibrate cameras
The button displays Stop Masking and at the top of the workspace, Auto
Mask Active is displayed.
In the Cameras views, any video cameras are displayed as black, blank
screens.
Shogun Live starts recording the data visible to each of the connected
cameras. Any camera masks created are displayed as blue cells in the
Cameras views for affected cameras. If no data is visible to a particular
camera, Shogun Live does not create any masks for it. Both optical and video
cameras are masked.
6. In the Cameras view for each camera, ensure that any unwanted reflections
are eliminated. (Each view should either be completely blank or should
contain some blue pixels.)
When you've masked all the reflections, you can capture a wand wave (page 81).
If you need to add equipment or make other changes after you've finished
masking, see Change masking (page 79).
Calibrate cameras
Change masking
If you add equipment or markers into the volume after you’ve finished auto-
masking, or if you have an issue with specific camera(s), you'll need to add to any
masking that you've already completed. To do this, you can keep your original
masking and use further auto-masking to add to it and/or manually paint out any
additional reflections.
1. To display the required panels, in the Load Saved View list, click System
Setup.
2. If you want to apply additional masking to only some cameras, make sure
you've selected the relevant cameras.
3. On the Camera Calibration tab, ensure the Advanced options are displayed
and clear the Clear Previous Masks check box. This prevents your original
masking from being overwritten.
4. If you want to add the new masking to selected cameras only, in the Cameras
To Mask list, ensure Selected Cameras Only is selected.
Calibrate cameras
1. To display the required panels, in the Load Saved View list, click System
Setup.
• To apply masking: Click on the pencil icon next to the pin button or use the
shortcut Alt+E.
• To erase masking: Select the masked area (see above) and click the eraser
or use the shortcut Alt+R.
4. When you have finished manual masking, click Stop Manual Mask Paint.
When you've masked all the reflections, you can capture a wand wave (page 81).
Calibrate cameras
Important
• If you are calibrating one or more supported video cameras, the
calibration device must be an Active Wand.
1. At the top of the Camera Calibration tab, in the Wand list, ensure the option
for the type of wand that you are using is selected (this will normally be one of
the Active Wand options).
3. Have someone wave the wand throughout the capture volume, covering
depth as well as height, while you watch the Cameras views for all cameras to
ensure you get full coverage. Ensure that the markers (LEDs) on the wand
remain visible to all the cameras as much as possible while the wand is moved
throughout the volume.
As an indication that sufficient wand wave data has been collected for a
particular camera, the display in the each view changes from orange to blue.
Calibrate cameras
4. In the table in the bottom half of the Camera Calibration tab, notice that the
Wand Count column changes from red to green as sufficient data per camera
is captured. This helps you concentrate on waving the wand for cameras that
need more data.
Tip
By default, camera calibration stops automatically when each camera
has seen enough of the wand to ensure calibration. To adjust this or
turn it off, at the top right of the Camera Calibration tab, click Show
Advanced and then click the ellipsis (…) to the right of the Start
Wave button.
5. In the Image Error column, in addition to displaying the values, Shogun Live
grades the status of each camera between red (poor) and green (excellent),
depending on how much the cameras see the wand.
In the volume, the display on Vicon optical cameras changes to indicate their
calibration status:
• Vantage, Vero, Viper and ViperX cameras: The status lights turn magenta
and blink during calibration, becoming green and then blue when fully
calibrated. On the OLED display (Vantage cameras only), a pie chart
indicates the fraction of the required wand data that has been received
from the camera.
• MX T-Series cameras: The status light on the front blink while you are
performing the wand wave, and then go solid blue when enough data has
been collected to calibrate the camera.
6. When enough data has been collected, Shogun Live starts processing the
wand wave data. Depending on the number of cameras and the length of
your wand wave capture, this may take a few minutes. The progress bar
indicates the calibration progress, and table below indicates the calibration
results.
Calibrate cameras
In the Log, you are warned if your wand wave has insufficient spread across
cameras to give a good calibration. The warning displays both the camera
User ID (the number you can provide for the camera in the camera's
properties, and URN (the Device ID, found in the camera's Advanced
properties).
7. When the wand wave is finished, an .xcp and an .x2d file is created in C:
\ProgramData\Vicon\Calibrations. If your calibration included Vicon video
cameras, two x2d files are created. The files are:
Note
After a wand wave, Vicon video cameras do not produce video files as
they are not needed for calibration.
Calibrate cameras
1. To enable you to see the axes in relation to the volume, on the Workspace
tab, change the view to 3D Scene.
2. Place the calibration device on the capture volume floor in the position you
want the volume origin to be and in the orientation you want the axes to be
(reflected in the axes displayed in the 3D Scene view).
• X: red line
• Y: green line
• Z: blue line
Calibrate cameras
3. At the top of the Camera Calibration tab, in the Wand list, ensure the
appropriate Active Wand is selected.
Tip
If you're using a Y-up wand, display the Advanced properties and in
the Set Volume Origin section, select Legacy Y-Up Scene
Orientation.
6. In the 3D Scene, display the View Filters options and under the Volume
options, ensure that Cameras is selected.
Calibrate cameras
7. In the 3D Scene, Perspective view, all of the cameras shift as a group, so the
origin of the capture volume is aligned with the wand.
Calibrate cameras
As described in Set the volume origin (page 84), you can use a Vicon Active Wand
to set up your volume coordinate system quickly and easily. However, using a
larger, custom calibration object (in this case, markers embedded in the volume
floor and/or wall) can improve calibration stability and consistency over time.
A typical way to use a custom L-frame would be to keep markers on wall, hidden
during camera masking, then when you're ready to set the coordinate system for
your volume, make the markers visible and use the custom L-Frame as described
below.
See also:
1. With the system calibrated, set the origin as normal (see Set the volume
origin (page 84)), including setting the floor offset (see Set the floor plane (page
91)), as required.
2. Position a number of markers on the edge of the volume and select them.
13 https://youtu.be/l4-zV9253ho
Calibrate cameras
3. On the Tracking tab (right), in the Prop field, enter a name for the custom L-
frame and click Create.
4. Pause the real time and in the Tracking panel on the right, select the prop
you just created.
Calibrate cameras
6. In the Tracking panel on the right, ensure that the custom L-frame is still
selected, and with the Object Manipulator set to Global, change all the values
to zero, so the origin matches that of the L-frame.
7. In the Tracking panel, with the custom L-Frame selected, right-click and then
click Export.
Calibrate cameras
2. On the Camera Calibration tab (right), ensure the Advanced options are
displayed (if not, click Show Advanced, top right).
3. To the right of Start Set Origin, click the button for additional options.
Calibrate cameras
The position of the virtual floor that is derived during setting the origin is
extrapolated from the position of the wand in relation to floor of the volume. As
the wand is a small object compared with the size of the volume, any slight
discrepancy from the wand being level has a large effect over the rest of the
volume when you set the origin. To account for any discrepancy, you set a floor
plane, which takes a much larger area into account, so that the virtual floor lines
up correctly with the actual floor plane.
1. Ensure you have completed the rest of the camera calibration procedure and
set the origin (see Set the volume origin (page 84) ).
6. In the 3D Scene, display the View Filters options and under the Volume
options, ensure that Cameras is selected
In the Perspective view, note that the cameras shift as a group slightly along
one or more rotation axes to better reflect an average of the markers
scattered across the floor, taking into account any offsets that you specified.
In C:\ProgramData\Vicon\Calibrations, the LatestCalibration.xcp file is
updated. This file is automatically used for every subsequent capture.
Tip
To more accurately visualize the size of your volume in Shogun Live,
you can change the size and shape of the floor grid. To do this, on
the Camera Calibration tab, click the ellipsis (...) next to Set Floor
Extents and change the values (in mm) to give the required result.
Calibrate cameras
If your system includes supported video cameras, you can now check that your
video calibration is accurate by viewing a video overlay.
1. In the System panel, expand the Video Cameras section and click on one or
more video cameras.
The Cameras view displays the video data for the selected video camera(s).
2. In the Cameras view, click View Filters and in the 3D Data section, select the
3D option.
In the view pane, a 3D overlay is displayed. Because this displays a flat overlay
on a 3D Scene, the edges appear distorted.
4. Check that the video of the markers and the 3D perspective line up
accurately.
Tip
To check your calibration, from the View Filters options, select
Camera Rays. If you select one or more cameras, this displays lines
(rays) to everything the selected camera(s) can see. If you select one
or more markers, this option displays lines from all cameras that can
see the selected marker(s).
Calibrate cameras
Your Vicon cameras are now calibrated and ready to capture data.
Calibrate cameras
Automatic numbering starts with the camera that is furthest from the volume
origin. The cameras are then numbered in a clockwise direction around the
volume. If your cameras are positioned at different levels, the cameras in the
level that contains the most cameras are numbered first.
1. Ensure that the cameras are positioned as required, and that you have
calibrated the cameras and set the volume origin.
2. To enable you to check the camera numbering for all cameras, in the System
panel, ensure that you can see the list of Vicon cameras.
4. In the volume, check that the cameras are now numbered as required.
Calibrate cameras
Any cameras that are not selected are locked, so that any existing calibration is
unaffected, and the global co-ordinate system is maintained.
1. Connect the new cameras into the Vicon Shogun system that contains the
calibrated cameras.
2. In the System panel, select the new cameras that are not yet calibrated
(indicated by a cyan icon).
3. Instead of masking all the cameras, on the Camera Calibration tab, ensure the
Advanced options are displayed and in the Auto Masking section, change
Cameras To Mask to Selected Cameras and then click Start (Selected).
5. In the same way, with the new cameras still selected, in the Calibration Wave
section, click Selected and, with Auto Stop selected, wave the wand for just
the selected cameras and wait for the calibration to finish.
You don’t need to re-set the origin as the world co-ordinate system remains
valid.
Calibrate cameras
With Shogun Live, you can obtain the camera extrinsics (the camera position
relative to the world) and the intrinsics (information about the lens, such as its
focal length and radial lens distortion). As this enables you to accurately overlay
3D data onto the 2D data, it provides a quick way to assess the quality of the
calibration.
1. Connect the SDI camera into a Blackmagic Decklink card on the PC that is
part of a Vicon Shogun system.
It is displayed as Decklink in the Video Cameras section of the System panel.
Tip
When waving the wand for the new video camera, bear in mind that
you also need several other optical cameras to be able to gain
enough information from the wand wave to be able to position the
additional camera within 3D space successfully. You may find that
holding the wand at an angle may give a better result.
When the wand wave is complete, the SDI video camera is calibrated and
added into the existing calibration. It is displayed in the 3D Scene view.
Calibrate cameras
Because the calibration has provided extrinsics as well as intrinsic data about
the camera, you can accurately overlay 3D data on top of the 2D data. This
gives a quick way of assessing the quality of the calibration as, using the 3D
Opacity control in the View Filters, you can see how closely the 3D image
matches the 2D data beneath.
Because this process is so fast and consistent, you can make changes the lens
(eg, use a different focal distance) or even swap it entirely and produce a new
calibration very quickly.
Create subjects
Create subjects
After you have calibrated your Vicon cameras, you are ready to create and
calibrate subjects and any props that you need.
In addition to the following information, see also the Vicon video 6 - Shogun Live
- Subject Calibration14, which demonstrates how to place markers on a
performer and how to calibrate a subject using a T-pose and ROM. (Note that
the latest version of Shogun uses an A-pose for subject calibration, and includes
a cluster-picker to help with subject booting when using the high-density finger
marker sets.)
14 https://vimeo.com/218944987
Create subjects
1. At the top of the Tracking panel, click the Load tracking configuration button
.
2. From the Load Tracking Configuration dialog box, select or browse to the
required .mcp file.
The subjects and props are displayed in the Tracking panel as normal.
Create subjects
SideWaist10Fingers Standard marker set with side waist markers plus 10 finger-
markers
SideWaist3Fingers Standard marker set with side waist markers plus three
finger-markers
SideWaist5Fingers Standard marker set with side waist markers plus five finger-
markers
For the most realistic finger animation, the 10 finger-marker set is recommended.
It is assumed that you are using one of Shogun’s default labeling templates. If
you are using a different template, please contact Vicon Support15.
15 mailto:[email protected]
Create subjects
Place one or more labeling clusters on each performer, with each cluster
containing five or more markers. Ensure labeling clusters are unique by varying
the position of the markers in each cluster.
Before you can use the labeling clusters for motion capture, you must add them
to the Shogun Live datastore, to enable Shogun Live to recognize them.
1. To save clusters, you can either use the default folder (C:
\Users\Public\Documents\Vicon\Clusters), or to change the default location,
in the Preferences dialog box (Shift+P), on the User tab, go to the Folders
section and on the Labeling Clusters line, enter or browse to the required
folder.
2. Place the labeling cluster(s) in the volume and ensure all the markers are
visible to the cameras.
3. In the 3D Scene, ALT+drag to select a minimum of five markers for the new
cluster.
4. In the Tracking panel, ensure the Setup tab is selected and in the Labeling
Cluster field, enter a name for the new cluster and then click the adjacent
Create button.
A labeling cluster is created from the selected markers and a .vsk file (with the
same name as the labeling cluster) is created in the folder specified in Step 1.
Create subjects
Tip
To help you to identify a labeling cluster, in the tree at the top of the
Tracking panel, hover the mouse pointer over the cluster's icon. An
enlarged view of the cluster is displayed.
5. If you need to rename, detach, delete, or export a cluster, at the top of the
Tracking panel, right-click the cluster and from the menu, select the required
option. To rename you can also double-click the required cluster and then
enter the new name.
Create subjects
Create subjects
These images show the placement of markers for the Production marker set
(with 10 finger-markers):
Create subjects
If you're using side waist markers, place the waist marker(s) at the sides of the
performer's waist:
2. Ensure that the foot markers are placed so that the toe marker is as far
forward as possible on the foot while still facing upward. Also ensure that the
three other markers (the heel marker and the two markers on either side of
the front of the foot) are in the same plane, and are as low (ie near to the
floor), as possible.
Create subjects
• Hands: Place the hand markers just before the knuckle of the index and
pinky finger.
• Fingers: For 3 finger-marker setups, place a marker just before the first
joint of the index, pinky, and thumb, so that it is not affected by rotation of
the second joint (see the photo of the 3 finger marker set (page 106)).
For 5 finger-marker setups, place the markers at the end of each of the five
fingers (see the photo of the 5 finger-marker set (page 107)).
For 10 finger-marker setups, place the markers at the end of each finger,
and mid markers on the second phalange apart from the mid (see the
photo of the 10 finger-marker set (page 107)).
• Upper arms and legs: To help with calibration, place offset markers on the
upper arms and legs.
These images show placement of the wrist, hand, and finger markers in a
three-finger setup:
Create subjects
This image shows placement of the wrist, hand, and finger markers in a 5
finger-marker set:
This image shows placement of the wrist, hand, and finger markers in a 10
finger-marker set:
Placement for all the finger marker sets, as displayed in Shogun, is shown
below:
Create subjects
• Hand markers. Marker size is critical for the wrist rotation in the
A-pose. If you use large markers, this can cause an upward
rotation of the the wrist and downward rotation of the knuckles.
For the best results, we recommend that the markers' centers
are about 10 mm from the joint axis.
4. If you're using clusters (see Add clusters to the Shogun Live datastore (page
101)), if you haven't already done so, place them on the performer(s).
Normally, a good location for the cluster is on the torso, but not too close to
other markers. This can be on the front, as shown in the following image, or
on the back, as shown in the illustrations in Step 1.
Create subjects
Before you begin, to give the clearest view of the subject, at the top of the 3D
Scene view, ensure View Filters is selected, then under the Volume options, clear
Cameras. In the Subjects section, select Solve and in the options matrix, in the S
column, ensure Skin is selected (in addition to any other options that you may
want to use).
Note
Live occlusion-fixing occurs by default. This ensures the skeleton
continues to behave correctly while markers are occluded. To ensure
occlusion fixing is displayed, display the View Filters, and in the Data
section, ensure Missing Markers is selected. In the Subjects section,
select Solve, and in the options matrix, in the S column, ensure Skin is
selected. Occlusion fixing is indicated by the red color and is also visible
when X-Ray is selected.
To turn off occlusion fixing, at the top of the Processing panel, click
Show Advanced and in the General section, clear Occlusion Fixing.
If you want to set aside a part of your volume for subject calibration, to avoid
having to clear the volume each time you have to calibrate or re-calibrate a
subject, see Create a subject calibration hotspot in Getting more from Vicon
Shogun.
Create subjects
If you're using a marker set that includes markers for high fidelity fingers, note
that labeling also makes use of this feature. To help the calibration, ensure you
have placed offset markers on the upper arms and legs.
Note
Because the high-density marker set results in a greater demands on
processing, you may experience dropped frames, especially when using
more than one actor. Ideally, test first with a single actor on a high-spec,
multi-core machine.
To improve processing, you can run reconstruction, labeling, solving
and/or retargeting over multiple machines. For information, see Run
Shogun processing on multiple machines in Getting more from Vicon
Shogun.
1. In the Tracking panel, on the Setup tab, in the Template field, choose the
appropriate template for your subject.
If you're using side waist markers and/or finger markers, make sure you
choose the templates that include side waist markers and/or fingers
(indicated by their names).
2. To choose a mesh, ensure the Advanced properties are displayed (if they
aren't, click Show Advanced at the top right of the Setup tab) and from the
Skin list, select the mesh that is to be used for the solving skeleton.
Create subjects
3. To select a labeling cluster, for example, for a subject who is wearing a high
density marker set (ie finger markers or any other high density set), ensure the
Advanced properties are displayed and in the Labeling Cluster Selection
field, make the required selection:
4. In the Subject field, enter a name for the new subject and click Create.
Create subjects
5. Have the performer wearing the correct marker set (see Place markers on a
performer (page 103)) enter the volume and stand in an A-pose, with the hands
flat.
• The thumb is held tight against the index finger. Ensure that the thumb
and the fingers all point in the same direction.
Create subjects
6. On the menu bar, above the workspace, Subject Calibration Active and a
flashing red circle is displayed.
In the 3D Scene view, the markers are labeled, and the labeling and solving
skeleton is displayed.
Look for feedback in top right of view pane, which shows the number of
markers found and the number of markers required, as well as other
calibration feedback.
Create subjects
7. Visually check that all the markers have been labeled and everything looks
OK.
Tip
To quickly check that all the required markers have been placed on
the performer, ensure the subject is selected and check the Marker
Selection counter (bottom right of the view pane). For more
information, see Check the marker count on the current
selection (page 116).
8. After waiting until you’re happy with the position of the joints, on the Setup
tab below the Subject field, click Accept A-Pose.
Tip
If, despite using offset and left and right markers (see the guidance
on marker placement (page 106) for finger marker sets), you still
experience problems with subject booting, in the Tracking panel,
ensure the Setup tab is selected with Advanced options displayed,
and in the Capture section, select Capture Canceled Calibrations.
(This enables Support to troubleshoot your issue.)
Create subjects
9. Get the performer to perform a ROM (Range Of Motion) that includes all the
required movement. If you're using one of the high-fidelity fingers templates,
include some finger movements as part of this process. Include bending and
spreading the fingers as well as poses of the hand that will be useful for
checking the accuracy of the labeling.
Include the following in your ROM:
• Fists
• Touch the tip of the thumb against the tip of each digit of the same hand:
• Thumb to pinkie
The subject is now fully calibrated and can be used in captures as required
(for example, if you're using it for retargeting, see Load retargeting
setup (page 118)).
If you have difficulty with calibrating your subject satisfactorily, see Troubleshoot
subject calibration (page 119).
Create subjects
1. In the 3D Scene view, ensure View Filters is selected and in the Overlays
section, select the Selected Marker Count option.
2. At the bottom right of the view pane, the Marker Selection count is displayed.
If no markers are currently selected, a zero is displayed.
Create subjects
3. As you select markers in the view pane, the Marker Selection counter changes
to display the number of selected markers.
Create subjects
1. Ensure the retargeting setup files (.vsr) and skins (.fbx) that you want to use
are located in the relevant folders:
• VSR: C:\Users\Public\Documents\Vicon\Retargets
• FBX: C:\Users\Public\Documents\Vicon\Skins
3. In the Tracking panel, ensure the relevant subject is selected and then click
on the Properties tab.
4. In Retarget field, select the required VSR file(s) and then click Reload .
5. To select or change a skin for the retargeting, click the Retarget Skin field and
select the required skin.
Create subjects
A-pose booting
• My subject doesn’t pass the A-pose detection stage. (page 119)
• If labeling clusters are attached to the subject, have you created them in
Shogun? Have you verified that the labeling clusters you have created are
selected?
• Is the subject standing in a valid A-pose? A valid A-pose assumes that the
subject:
• Stands straight
• Has their feet pointing forward (ie, the feet are not splayed)
• Poses their arms in such a way that they lie in the plane of the torso.
Create subjects
• Is the A-pose still rejected after you've completed all the previous checks? If
yes:
Subject calibration
• Calibration of the solving skeleton is jittery. (page 120)
• The result of the solving skeleton calibration looks bad. (page 121)
• During subject re-calibration, the labeling clusters were detached from the
subject. (page 121)
Jittery refinements are unimportant as long as the subject obtained at the end of
the calibration process is correct.
Create subjects
• Spend more time moving the legs, waist and arms first. Make sure that the
motion includes all the joint capabilities. For example, lunging is not sufficient
to calibrate the legs. Think of side motion as well and, if possible,
intermediate poses obtained by rotating the thigh joints.
• Remember that the more time yhat is spent on these limbs, the more frames
the optimization process receives.
• Avoid a ROM where legs are constantly static and only move in a limited way
at the end of the ROM.
16 mailto:[email protected]
Create props
Create props
In Shogun Live, you can create simple, single-segment (and therefore rigid)
props.
For information on creating a prop as a custom L-frame, see Set the origin with a
custom L-frame (page 87).
Create props
1. At the top of the Tracking panel, click the Load tracking configuration button
.
2. From the Load Tracking Configuration dialog box, select or browse to the
required .mcp file.
The subjects and props are displayed in the Tracking panel as normal.
Create props
• Place the markers across the prop object to reach the extremities as far as
possible.
• Prevent marker swaps by avoiding placing prop markers too close to the
hands or where the actor will interact with the prop.
For example, if a performer will interact with a prop, place markers at the
extremities of the prop, but not directly in the location where the interaction
occurs, as shown below, where a performer holds a sword:
Create props
3. In Shogun Live, in the Settings menu, click Preferences (or press SHIFT+P).
4. In the Preferences dialog box, on the User tab, go to the Folders section and
ensure that the Props folder is as required, or if not, click the button to the
right of the Props line to specify the appropriate folder.
• The first selected marker defines the origin (base) of the prop bone.
• The second selected marker defines the end of the prop bone.
Create props
6. In the Tracking panel, in the Prop field, enter a name for the prop and click
Create.
The prop's .mcp file is saved to the location specified in step 4 above.
Create props
7. If required, to select a mesh for the prop, or to change its color, ensure that
the prop is selected in the Tracking panel and then choose a mesh and/or
color on the Properties tab. Prop meshes are FBX files, by default stored in:
C:\Users\Public\Documents\Vicon\PropMeshes.
8. To rename or to remove a prop from the current scene, in the Tracking panel,
right-click the prop and then click the relevant option. (You can also double-
click on the prop to rename it.)
After you have saved props, you can import them into subsequent takes as
required.
Note that in addition to creating simple, single-segment props, you can also
import both simple props and more complex, multi-segment props by clicking
the Import Subject button at the top of the Tracking panel.
Tip
An efficient way to evaluate filter performance to ensure the smoothest
possible tracking for selected objects is to create object presets with
different values for the filtering properties. You can then apply them to
selected objects using the saved object presets. For more information, see
Create and apply object presets in Getting more from Vicon Shogun.
Create props
Move props
To move props in Shogun Live, you use the Object Manipulator, at the top of the
3D Scene view.
1. Pause the real time (press the spacebar or click the Pause button or the Play/
Stop button) and in the Tracking panel on the right, select the object that you
want to move.
2. If the Object Manipulator isn't displayed, click the Object Manipulator button
or press M
Tip
To scale the manipulator, press the + or - keys.
3. Drag to move the prop in the 3D Scene view or enter the required values in
the Object Manipulator fields.
4. To change between global and local values, click the Object Manipulator
symbol:
Create props
You can use the manipulator to quickly align a prop to the world axis.
1. Pause the real time and in the Tracking panel on the right, select the prop
you want to align and press M to display the Object Manipulator.
In the Workspace (3D Scene view), the Object Manipulator is displayed. By
clicking on the Object Manipulator symbol (top left), you can set it to Local
(values at zero) or Global (values relative to the scene origin).
2. To align the selected prop to the scene origin, ensure the Object Manipulator
is set Global and change all the values to zero.
Create props
• Calculate the positions of scenery and LED display walls within the tracked
space.
• In Shogun Live, at the top of the Tracking panel, click the Import Mesh button
, locate the required FBX file, and click Open.
When meshes are imported, for convenience they are copied to C:
\Users\Public\Documents\Vicon\SceneMeshes.
• In the Tracking panel, select the object and on the Properties tab, click
the Mesh list and select the required mesh from the list.
You can translate and rotate the object mesh in the same way as you manipulate
other props (see Move props (page 128)).
After you have finished capturing your scene that contains a static mesh, you can
load the resulting MCP file into Shogun Post. For information, see Load static
meshes into Shogun Post (page 131).
Note
To manipulate a static mesh, first pause the real time by pressing the
space bar or clicking Pause. Also note that after you move or remove
static meshes, the change is not displayed until you press the space bar
or click Pause again.
Create props
• C:\Users\Public\Documents\Vicon\SceneMesh\
As with other default locations, you can change the path by editing it in the
Preferences dialog box (on the General menu, click Preferences and on the
right of the Directories tab, click Scene Meshes).
Capture a take
Capture a take
Vicon Shogun Live enables you to go straight from live capture to post
processing. Data is saved as a mocap file (.mcp), which contains a copy of the
current calibration, active subject, and real-time data, along with paths to
the .x2d (an XML file, which contains 2D camera data) and any video cameras in
the system. As soon as you’ve captured takes (.mcp files), you can replay and
review them without leaving Live. For cleanup, you open the .mcp file in Shogun
Post.
In addition to the following information about capturing with Shogun Live, see
also the Vicon video:
Note
If cameras are bumped after they have been calibrated, or if any other
issue with your system is detected, Shogun displays warning icons. For
more information, see Understand the system health icons (page 143).
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18 https://vimeo.com/218944997
Capture a take
To capture a take:
Note that for capturing takes, you may find it easiest to use the Capture Data
layout to display the views and panels that you will use for motion capture. To do
this, in the Load Saved View list at the top right of the menu bar, click Capture
Data.
2. At the top of the Processing panel, in the General section, make sure that the
Processing Output level is set to Retargeting (the default) or Solve,
depending on your requirements, and that Occlusion Fixing is selected.
Important
To ensure you record the required data, always check the Processing
Output level before capturing. Normally, make sure it is set to
Retargeting (the default) or Solve. If you set it to Reconstruct, the
system will save only reconstructed data, and you will not see any
labels or a solving skeleton when you open the data in Shogun Post.
Similarly, if you select Label, you will not see a solving skeleton in
Post.
Capture a take
3. On the right of the Shogun Live window, ensure the Capture tab is selected.
4. In the Take Info section, click the folder icon to the right of the Capture
Folder field and select the Session folder that you created as described in
Create a folder hierarchy to store takes (page 57). Anything you capture from
now on will be saved inside the database you created.
5. In the Capture Name field, enter a suitable name that will enable you to
identify the take.
6. If you will be capturing multiple takes, to append a number at the end of the
capture name for each take in the sequence, ensure Auto-increment capture
name is selected.
7. If required, add text to the Description field. Note that if preferred, you can
add comments after capture in the Eclipse database (also accessible in
Shogun Post in the Data Management panel).
8. In the Capture section, note the options to capture processed data and video
data. The option selected by default is Capture Processed Data. If the Solve
option is selected in Step 2 above, this includes 3D labels and solving bones.
To capture video from Vicon video cameras, select Capture Video. This lets
you view a video overlay to check your 3D data in Shogun Post.
Tip
A fast SSD is required to capture large datasets to disk. If you’re
using live video, a second SSD is recommended.
The Capture Buffer Size is also displayed. This represents the amount of
memory allocated to Shogun Live’s capture. By default, this is set to 2 GB,
which should be enough for most situations. For multiple video cameras, you
may need to set it higher. You are recommended to always record your data
onto a fast SSD drive.
Capture a take
9. Before capturing any data, you may want to reposition and/or resize the Data
Capture panel as required (to move it, drag its title bar).
10. In the Data Capture panel (by default at the bottom right of the Shogun Live
window), click Start Capture.
In both the panel and in the menu bar at the top of the view pane, a flashing
red circle and Capture Active are displayed.
Tip
If possible, begin and end each take with the performer(s) in an A-
pose. This can help with labeling and retargeting.
Capture a take
The bar at the bottom of the Workspace displays red marks when the real-
time system cannot keep up with the target frame rate and has to drop a
frame. The percentage of dropped frames is also shown. Unless this number
becomes very high (above 30%), you can continue to capture. If it is above
30%, this normally indicates that your system is out of calibration, and can’t
keep up with amount of data currently being processed. In this case, you may
need to re-calibrate or even upgrade your PC.
The .x2d data from the cameras is also recorded. When you load the .mcp file
in Post, .x2d data can be used to fix dropped frames (for more information,
see Load mocap data files into Shogun Post (page 154)).
11. When you have captured the required take, click Stop Capture.
Shogun Live saves the necessary files to the folder specified in the Take Info
section (see Step 4 above).
• Review the last take (or other recent takes) while remaining in Shogun Live.
(For more information, see MCP review in Shogun Live (page 138).); or
• Load the data into Shogun Post. For information, see Load mocap data
files into Shogun Post (page 154).
Capture a take
1. At the top of the Tracking panel, click the Load tracking configuration button
.
2. From the Load Tracking Configuration dialog box, select or browse to the
required .mcp file.
The subjects and props are displayed in the Tracking panel as normal.
Capture a take
1. Ensure that you have at least one take in the Session folder (see Capture a
take (page 132)).
2. On the Capture panel, in the Review section, click the required row.
3. If required, you can change the Description and Notes fields at the bottom of
the Review section.
Capture a take
5. To play through the take, you can use the Play/Stop button and the Go to
beginning and Go to end buttons to the right of the time bar. You can also
press the default A and S hot keys to scrub back and forward one frame at a
time (to change hot keys, click Manage Hot Keys on the User Preferences tab
(Shift+P)).
6. To close review mode and return to capturing, click the exit button to the
right of the take title in the menu bar.
Note
Shogun Live is either in capture mode (ie live) or in review mode for a
single take. You cannot view both live and captured data
simultaneously, or compare two takes.
Capture a take
For clients that require uninterrupted live, an additional DataStream SDK server
sends the current live data over port 804.
• On the View menu, click the new Connections option to display the
Connections panel.
Capture a take
For more information, see the Live SDK sample script included in the API
package (by default installed in C:\Program Files\Vicon\ShogunLive1.#\SDK\)
and the information in the supplied code.
The sample script (playback.py), enables you to open an MCP for review in
Shogun Live by specifying a capture name, as shown in the following example, or
just review live data if no name is specified.
For more information on using Python with Shogun, see Python scripting with
Vicon Shogun.
1. Load an .mcp file with video data into MCP review (see MCP Review in
Shogun Live (page 138)).
2. On the Capture tab, in the Review section, select Video. (Note that this
option is cleared by default, as performance may be affected in files with
multiple video cameras.)
Capture a take
3. Play or scrub through the review of the take, which includes data from Vue or
SDI video cameras.
1. Load an .mcp file into MCP review (see MCP Review in Shogun Live (page 138)).
3. Play or scrub through the take and review the raw data as required.
Capture a take
Throughout Shogun Live, the color red is used as a warning of possible issues,
the color green is used as an indicator of good system health, while the colors
between these extremes (orange, amber, yellow) are used to indicate an interim
state.
For example, the color of centroids that are displayed in the Cameras view
indicates the current state of camera calibration:
• Centroids that are not contributing are displayed in red in the Cameras views,
indicating that the relevant camera is not well calibrated.
• Centroids from calibrated cameras are green, indicating they are now
contributing.
In a 3D Scene view, the color of the markers shown in the representations of the
cameras also indicates whether or not the camera is contributing to the
reconstructions. As elsewhere in Shogun, the color red indicates an issue, and
helps you to identify a problematic camera.
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Capture a take
On the System tab, the camera icons give you an overall indication of the
cameras' status.
Icon Meaning
Camera is disconnected
3. At the top of the Cameras view, hover the mouse pointer over the Centroid
connection score icon:
Capture a take
Note that, as usual, the color of the icons at the top of the Cameras view
provides an additional indication of the camera status.
This icon represents the centroid connection score: for the selected camera,
the percentage of centroids that are contributing to reconstructions. A low
centroid connection score (as shown in the above example), indicates issues
with the selected camera.
4. Hover the mouse pointer over the Average reprojection error icon:
This icon represents the reprojection error: the distance between the 2D
image of the markers on the camera and the 3D reconstructions of those
markers projected back to the camera sensor.
5. To investigate camera status further, hover the mouse pointer over any
additional camera status icons to the left or right of the other two icons.
These additional icons provide further information about the state of the
camera: eg, a bumped camera icon and/or a camera temperature warning.
For information about bumped cameras, see Fix bumped cameras (page 146).
If one or more camera's operating temperature is inconsistent with its
temperature at calibration, re-calibration is necessary (see Calibrate
cameras (page 75)).
Capture a take
To prevent you from having to recalibrate the whole system after a camera has
received a minor bump, when a calibrated subject (or prop, or wand) moves
through the volume, cameras automatically detect whether further action is
necessary:
• If a calibrated subject moves through the volume and the cameras have
returned to their original position, the cameras’ bump status indicators
change from red back to blue and in the System panel, the bumped icons
disappear.
• If you need to take further action, the status indicators continue to display an
error and the bumped icons remain on the System panel.
20 https://vimeo.com/218944981
Capture a take
As an additional check, in the System panel click the camera with the bumped
icon to select it and in a Cameras view, zoom in on the markers. When a camera
is bumped, red warning symbols are displayed, indicating the difference
between where the system expects the markers to be, and where they actually
are.
Shogun Live enables you to quickly correct a camera whose position has
changed due to having been bumped or moved, using any labeled object in the
volume – subject, prop, or wand, and the Recover Camera Position feature.
Important
You can use Recover Camera Position to recover cameras that have
been either bumped or moved. This process relies on having enough
cameras within a calibrated system to act as a calibration anchor. For
this reason, it is recommended that it is run on only a small proportion of
the cameras in a system. A single camera or a small number of affected
cameras can be recovered with good results. If a larger number of
cameras is affected, perform a full camera calibration instead (see
Calibrate cameras (page 75) ).
Capture a take
1. On the System tab, select the camera that was bumped or moved.
3. In the volume, have the subject move (or move the labeled object) in front of
the affected camera.
In the 3D Scene view and Cameras view, you can see orange trails as the
system determines the offset between the camera and the rest of the
calibration.
4. When enough of the view has been covered (indicated by orange trails that
thickly cover the affected camera view, as shown above), click Stop Recover
Camera Position.
Capture a take
5. In the Cameras view, zoom in and check that the markers are now aligned,
with no red warning symbols.
The camera is now correctly aligned with the rest of the system. Note that
masking of the affected camera is not preserved, so for optimum results, you
may need to mask this camera again. For information, see Mask cameras (page
77).
1. On the System tab, select the video camera(s) that are bumped, or that have
been moved.
3. With the video camera(s) still selected, in the Calibration Wave section, click
Start Wave (Selected) and, with Auto Stop selected, wave the wand for just
the selected cameras and wait for the calibration to finish.
Capture a take
In the 3D Scene and the Cameras view, the camera view is covered with
orange trails.
4. In the Cameras view, zoom in and check that the markers are now aligned.
Capture a take
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Capture a take
5. In the Files and Processing section, below the Batch Progress line, ensure no
unwanted files remain from previous batch processes. (If you find any
unwanted files, click on their names and then click the Remove button.)
6. Click the Add Files button and in the Import dialog box, select the .x2d, .vvid
or .mov files that you want to transcode and click Open. (Use the .x2d option
if you have multiple Vicon video cameras, as it transcodes all the related video
files.)
The names of the files you added are displayed in the Files and Processing
section near the bottom of the Batching panel.
7. Click Start.
8. To check that your files have been transcoded, when the Batch Progress bar
turns blue and displays 100%, you can open the relevant folder (see Step 3
above) in Windows Explorer and see your transcoded file(s).
9. When you have checked that your files have all been transcoded and saved to
the specified folder, you can delete them from their original location (for
example, from an SSD).
• Get an overview with the time bar Issues map (page 166)
and
22 https://vimeo.com/218945087
23 https://vimeo.com/218945095
Note
Shogun Live can record processed real-time data (.mcp files) along with
raw 2D camera data (.x2d files). You can use .mcp files as a starting point
for processing in Shogun Post. Because the frame rate during real time
can vary, .mcp files may contain missing (dropped) frames. When you
open an .mcp in Shogun Post, if dropped frames are detected, a dialog
box prompts you to confirm whether you want to reprocess the .mcp.
The fixing operation requires an .x2d with the same name as the .mcp
file to exist in the same folder.
1. To load mocap data files (.mcp that contains everything captured in Shogun
Live, or .vdf saved in Shogun Post) you can:
• Open Windows Explorer, locate the files you saved and drag and drop
them into the Shogun Post view pane; or
• On the the File menu, click Open and locate your files; or
• In the Data Management panel, locate the required file icon (an .mcp has a
purple icon) and double-click it.
2. To automatically reprocess the file to fix the dropped frames, click Yes.
The .mcp file is opened into the scene and the entire take is reprocessed.
The dropped frames are reconstructed, labeled and solved, smoothly
integrating data from the related .x2d file into the existing data.
(If you click No, processing is quicker as Shogun Post just interpolates
between the dropped frames, but note that no keys are created and you will
still need to fix the dropped frames.)
Where:
• The path after -readMCP = The path to the .mcp file on which you want to
run drop frame fixing. Ensure that the related .x2d file is located in the
same folder.
• myInputFile.mcp = The name of the .mcp file on which you want to run
drop frame fixing
• The path after -writeMCP = The path to the fully processed output .mcp
file
5. In the Batching panel, expland the Files and Procession section, click Add
Files and add the required .mcp files to the batch.
6. Click Start.
The .mcp files are processed without being loaded into Shogun Post.
When you load the new .mcp file into Post, it is fully processed, with no
dropped frames.
To review occlusion fixing in Shogun Post, both of the following (default) settings
must be selected:
• In Shogun Post: Before importing the .mcp file that was captured with
Occlusion Fixing selected as described above, in the Preferences dialog box
(General > Preferences), on the File Import tab, in the File Format field,
select MCP File and ensure Apply Fixed Markers is selected.
You can then compare the data before and after occlusion fixing in a 3D Scene
view (or any other 3D view) in Post.
Note that, by default, in the 3D Scene view Show All Clips is selected:
This is necessary to enable you to view data from the backup clip, which contains
the data before occlusion fixing, as well as the current (occlusion-fixed) clip.
Important
If required, you can revert back to the raw data after loading the .mcp
file into Shogun Post by using the Restore section of the Marker Editing
panel.
Note that the occlusion fixing algorithm affects all the markers on a
subject. For this reason you should run occlusion fixing only once: either
during capture in Shogun Live, or at the end of data processing in
Shogun Post.
Before you start your review, ensure you can recognize the various types of data
that may be displayed in the 3D Scene view, as listed below.
If circles are displayed for some markers during some time ranges, it indicates
that the marker position was changed by more than 1 cm by occlusion fixing.
In this case, check the position of the occlusion-fixed marker. If it doesn’t look
right, the cause is likely to be either a labeling mistake or an occlusion-fixing
error. To fix these problems, see Correcting labeling mistakes (page 161).
You can do this on a per subject basis using the Restore section of the Marker
Editing panel. Normally, restore the data across the whole take, because
occlusion fixing across a range leads to jumps in the data.
The recommended workflow for dealing with problematic occlusion-fixed data is:
1. From the Current Subject chooser, select the required subject, or if you want
to work on everything, select All.
2. In the Restore section of the Marker Editing panel, with selected subject
active, click Restore All Data.
3. Fix any labeling issues that are present in your data. For more information,
see Use the Labeling panel (page 180) and Fix common labeling issues (page
184).
Important
Before filling gaps, you must find and fix any labeling swaps or errors in
your data. Gap-filling in Shogun relies on the data before and after the
gaps to predict marker location, so any labeling errors will cause gap-
filling to fail.
To identify swaps and other errors, on the time bar, click the Play button to
view your data in the 3D Scene view. For a closer look, slowly scrub through the
whole take (drag the current time indicator along the timeline, or for finer
control, press the A or S key), carefully checking for any 'popping', unexpected
movement or obvious misalignment.
For a more detailed view, use the normal mouse actions to move around the
view: drag to rotate the view, right-click and drag to zoom in or out, left- and
right-click and drag to pan. If you need to view the image from a different angle,
you can use one of the orthogonal views.
Use the View Filters options in the 3D Scene view to make it easy to recognize
any issues. For more information on recognizing and correcting swaps and other
errors, see Fix common labeling issues (page 184).
Tip
To snap a 3D view camera to selected object(s), press C or click the
Snap button in the 3D Scene view toolbar.
• .vvid files captured from Vicon Shogun Live using Vicon Bonita and Vicon Vue
cameras
• .mov files that have been transcoded using Shogun Post or the standalone
ViconVideoConverter tool (a command line tool that is installed with Vicon
Video Viewer, by default to C:\Program Files\Vicon\ViconVideoViewer).
1. Ensure that the video files are in the same folder as the required 3D data (.x2d
or .mcp) file. If a different path was defined during capture (often an SSD per
pair of cameras), use the batch transcoding feature of Shogun Post to ensure
the files are moved to the correct location. For more information, see
Transcode video files (page 151).
Tip
If video files are kept in a different folder from the 3D data files, when
you load an . x2d or . mcp file, Shogun Post warns you that the video
files cannot be located. To manually specify the video file path, in the
Selection panel (or 3D Scene view) select the video camera, then in
the Attributes panel, expand the Video (Offline) section and set its
Video_File attribute to the path of the file. This change is saved when
you save the scene in Shogun Post.
2. Open the .x2d or .mcp file (either from the Data Management panel, or click
Import on the File menu, or drag and drop the relevant file from Windows
Explorer, as described in Load mocap data files into Shogun Post (page 154)).
The video files are automatically loaded.
3. In the Selection panel, expand the System node and click the required
camera.
4. At the top left of the view pane, click the current View type button, and then
click Cameras.
8. To see the image plane of the camera corrected for lens distortion, select
Distort 3D.
The 3D overlay should line up with the subject in the Cameras view and the
grid should line up with the floor.
You can zoom and pan the video using normal Cameras view controls.
You can select or clear the View Filters to control which 3D elements are
displayed.
• The top bar indicates the percentage of markers that are labeled.
• As the top bar percentage may include markers that are incorrectly labeled, to
help you identify issues further, the lower bar indicates the percentage of
markers that have a high solving constraint error (that is, the number of
markers whose solving constraint error is considered too large). This can
indicate issues like mislabels, swaps, or a poor solve due to an incorrect fill,
over filtering, etc.
For both bars, the color varies from yellow to red, depending on the number of
markers with issues at each frame. In each bar, the longer the yellow part exists,
the longer the issue exists, whereas the more red it turns, the more markers have
issues. To show more information about the errors found at a particular frame,
hover the mouse pointer over the relevant frame.
Note
The issues map is all red if there is no labeled data in the current scene.
You can use the mouse to work with the time bar as follows:
To Do this
Show a tooltip that explains the issues Hover the mouse pointer over the frame.
that are present at this frame
Set the current time Click on the time bar or drag the current
time indicator.
Set the current time (ie select a frame), Using the tooltip as a guide to where to
highlight the markers that are missing click on the time bar, double-click on it.
labels or have high constraint errors, and
snap the camera to them
After you have gained an overview of your data with the time bar, you can use
the Data Health view, the Graph view and/or the Marker Editing and Labeling
panels to further identify and correct any issues.
Click the Issues map button to the left of the time bar.
To set the issues map to show all issues or only those for a specific subject:
Note that you can snap the 3D view to the selected subject by clicking the Snap
3D view button to the right of the Current Subject list.
To open a Data Health view, in any view pane, click the View type button and
then select Data Health.
By default, if a Backup clip exists, it is displayed, but if required, you can select a
different clip by clicking the arrow on the Display Gaps button. (Clips contain
keys for objects in your scene. The clip stores keys only; not markers, bones, or
any other objects.)
To display the time ranges for the gaps in the markers on the selected clip as
gray rectangles, ensure the Display Gaps button is selected.
To view unlabeled markers, from the Show current subjects' markers list, select
Show Unlabeled.
To view the labeling for a different subject, from the Current Subject list at the
top of the Shogun Post window, select the required name.
Use the marker list on the left of the Data Health view to find the required
marker, then follow line along to see the gray rectangles that indicate gaps.
To select the range of a gap, in the Data Health view, double-click the relevant
gray rectangle. The following image shows a Data Health view and 3D Scene
view of a gap selected for a marker.
Note
The Show all markers button shows every marker in your scene.
Select this option only if you need to see all markers because if, for
example, someone is standing to one side but wearing a full marker set,
you’ll see all their markers listed, as well as the markers for the rest of
the volume. Normally, it is more useful to have the Show current
subject's markers button selected.
To open a Graph view, in a view pane, click the View type button and then select
Graph.
1. To keep the Data Health view open as well as a 3D Scene view, split the
screen by clicking one of the three-way split buttons at the top right of the
window, such as the Three Views Split Left button .
2. As in the Data Health view, if there are multiple clips in your scene, you can
select the required clip by clicking the arrow on the Display Gaps on
Specified Clip button .
To display X, Y and Z values of the selected marker at the current position of
the time indicator in the graph, click the Show Display Channels button .
3. In the 3D Scene view, select the marker. In the Data Health view, double-click
a gap to select its range.
The Graph view now displays all the keys for the selected marker.
4. Zoom in by right-click and dragging for a clearer view or by using one of the
options under the Zoom button .
5. You can now use the Labeling panel or one of the options from the extended
context menu (press CTRL+ALT and right-click in the Graph view pane) as
required.
For further tips on using the Graph view to identify and fix data issues, see Fix
common labeling issues (page 184) .
1. On the main time bar, and in the Data Health and Graph views, select a range
(ALT+drag).
Green and red triangles that indicate the start and end of a selected range
are displayed.
2. To adjust the start or end of the time range, on the time bar, or in the Data
Health view or Graph, hover the mouse pointer over the required arrow and
drag it.
Tip
You can also update the range handles using hot keys:
, sets the start handle
. sets the end handle
To change these hot keys, on the General menu, click Preferences
and then click the Hot Keys tab.
Clean up data
Clean up data
If your visual assessment and Vicon Shogun Post's diagnostic tools have revealed
issues with your recorded data (see Check data quality (page 153)), you can use its
cleanup tools to correct mislabels and fill any gaps.
Important
Before filling gaps, you must find and fix any labeling swaps or errors in
your data. Gap-filling in Shogun relies on the data before and after the
gaps to predict marker location, so any labeling errors will cause gap-
filling to fail.
See also the related Vicon videos: 5 - Shogun Post – Labeling Data24 and 6 -
Shogun Post - Marker Editing25.
Note that each time you finish cleaning up a range, you must check its solve (see
Solve during cleanup (page 200)).
24 https://vimeo.com/218945101
25 https://vimeo.com/218945104
Clean up data
1. To open the Marker Editing panel, in the Processing menu, click Marker
Editing (or click Marker Editing on the Processing tab of the ribbon).
2. In the Remove Bad Data section, go to the Find Bad Data button and notice
the options:
• Cut-Off Data filter. Decreasing this value filters the data more heavily.
4. Experiment with these values to find out what works best for your data.
5. When you have identified the bad data, remove it by clicking the appropriate
Cut button, and apply a fill (see Gap-filling options (page 196)).
Clean up data
It also produces flickering as you play through a take in the 3D Scene view. You
can fix it with the filtering options in the Marker Editing panel.
2. At the bottom of the Marker Editing panel, expand the Filter section, and
select whether filtering applies to Ranges, as above, or to Selected Keys.
3. If you're not sure how much filtering to apply to your data, keep the default
settings (Cut Off: 0.3 and Threshold: 15) and click Apply. You can reapply this
as many times as required.
4. In the Graph view and 3D Scene view, check that the trajectory is now smooth
over the selected range.
Tip
To display a tooltip for any of the controls, hover the mouse pointer
over the relevant control.
Clean up data
The following example shows a Graph view of a trajectory curve that requires
smoothing.
With Smooth In/Out cleared, when filtering is applied, the curve is made
smoother, but the start and end does not take into account what is either side of
the smoothed section, resulting in a straight line, with an unwanted angle at the
end.
For details, see the following steps or watch Vicon Shogun 1.3 Post Tutorial
- Filter in/out Smoothing26 on YouTube.
26 https://youtu.be/0csCqSmKe9E
Clean up data
1. In the Marker Editing panel, expand the Filter section and select Smooth In/
Out.
2. If you want to change how much of the trajectory is affected on either side of
the gap, edit the value of the adjacent field. The default is 0.2 (20%).
Smoothing works by blending between the original and filtered result by
progressively more or less, across the smoothing range.
Clean up data
2. In the toolbar at the top of the Shogun Post window, ensure that the required
subject is selected in the Current Subject list.
Tip
By default, the selection in the Current Subject list at the top (middle)
of the Shogun Post window determines which subject to label.
If All is selected in the Current Subject list, the labeler uses the last
subject it was set to.
If you want to select a subject different from that specified in the
Current Subject list, in the Labeling panel, clear the Use Current
Subject box and select the required subject from the Subject list at
the left of the check box.
Clean up data
On the left of the Labeling panel, a list of labels for the selected subject is
displayed. The color variations indicate marker issues:
• Yellow: Mislabels or missing labels (the depth of the color indicates the
severity of the issue, eg, more or fewer gaps)
• Red: Labels for this marker are missing from the current frame
3. To display a 3D representation of your labels for the current subject, click the
3D button at the top of the Labeling panel. The 3D view helps you to quickly
identify where the markers should be. You can drag and drop labels from the
3D Labeling view to the 3D Scene view pane (and vice versa).
Clean up data
You can use the usual mouse actions (click and drag, right-click and drag, left-
and right-click and drag) in the 3D view, in the same way as in a 3D Scene
view.
4. At the top of the Labeling panel, in the Manual Labeling Options section,
select the Mode option (Select or Label), which affects the way in which you
select and label markers.
• Select Click a marker on your subject in a 3D Scene view and then click a
label name in the list in the Labeling panel.
• Label Click name of the label in the marker list and then click the required
marker on the subject in the 3D Scene view.
Tip
To quickly switch between labeling and select modes when labeling
a subject, you can use the default hot key (L) that duplicates the
functionality of the Label and Select buttons at the top of the
Labeling panel.
Clean up data
6. From the Type options, select the way in which labeling will be applied:
• Cliff Labels the current frame and continues until a specified value is
encountered, which stops the labeling (see the text below in the Labeling
panel, for example, the default is to skip gaps smaller than 5 frames and
stop labeling at cliffs that are larger than 50 mm).
• Ranges Lets you select an area on your graph or timeline and label only the
selected time range.
In the Manual Labeling Tools section in the middle of the Labeling panel, you
can correct swaps, unlabel information, and unlabel markers.
In the Semi-Automated Labelers section, you can access the Velocity Labeler,
which is normally used after automated labeling, on a partially labeled take. You
can use it to correct labeling where the path of a single marker consists of
multiple trajectories that are consecutive in time with a small gap in between
where the marker is unlabeled over part of its trajectory. The Velocity Label
option is useful when a marker has been labeled for a range of time, and then
becomes unlabeled, yet going forward or backward in time there are multiple
trajectories that do not have a large gap between them and are all the same
marker. It is best suited for cases when unlabeled trajectories are not many
frames away from the labeled marker and the velocity of the marker around the
end of the labeled marker and the start of the unlabeled trajectory is fairly
constant.
Clean up data
See also:
Vicon Shogun 1.3 Post Tutorial - Gap List & Auto Rigid Fill27 on YouTube.
27 https://youtu.be/U3jmKTqykOE
Clean up data
Identify issues
1. To help you identify issues, in the 3D Scene view, click View Filters, and
ensure that in the Scene section, Missing Markers is selected. Also ensure
that in the Subjects section, Label is selected and that in the L(abeling)
column of the views matrix, Constraints is selected.
2. In 3D Scene view, scrub through the whole take (drag the current time
indicator along the timeline, or for finer control, press the A or S key), noting
times when markers are likely to be occluded (sitting, crouching, subjects
interacting, etc).
3. In the marker list in the Labeling panel, note any missing (red) markers and
watch for ‘popping’ or moving in the 3D Scene view. Look for any swapped
markers (for an example, see the Vicon video 5 - Shogun Post – Labeling
Data28, which shows an example of a swap of knee and heel markers).
Missing markers are clearly visible, highlighted in red. However, after you’ve
identified the erroneous markers, it may help with labeling to clear Missing
Markers and Labeling Constraints.
28 https://vimeo.com/218945101
Clean up data
Correct a swap
1. Ensure the Labeling panel is displayed.
2. Split the 3D Scene view (at the top right of the Shogun Post window, click the
vertical split button ) and in one of the panes, change to a Graph view, so
that you can now see a 3D Scene view, a Graph view and the Labeling panel.
3. In the Labeling panel, ensure Select mode, Forward direction (>), and Cliff are
selected.
4. In the 3D Scene view, select a marker that is incorrectly labeled and in the
Graph view, zoom in (right-click and drag) and go to the start of the where the
swap happens (this should be identifiable on the graph by a sharp change).
Clean up data
5. From the position of the marker in the 3D Scene view, decide which is the
correct marker and click it in the 3D view.
In the marker list, its name is displayed in heavier text, and at the top left of
the 3D Scene view, the Selection text displays the name of the selected
marker.
6. Click the wrongly labeled marker in the 3D Scene view and then click the
correct marker name in the Labeling panel list.
The marker is now correctly labeled. To check, scrub back and forward in the
3D Scene view and check that the marker is now behaving correctly.
However, you now have a previously incorrectly labeled marker that is unlabeled
from this point forward.
Clean up data
2. To label a marker using the tools in the Labeling panel, do one of the
following, depending on your chosen Mode:
If you prefer to label using Label mode:
a. In the Manual Labeling Options section, in the Mode line, click Label.
b. In the marker list in the Labeling panel, click the name of the marker and
then in the 3D Scene view, click the marker that is currently unlabeled.
a. In the Manual Labeling Options section, in the Mode line, ensure Select
mode is selected.
b. In the Labeling panel, click to select the required marker in the 3D view.
3. As before, to check the labeling, scrub back and forward in the 3D Scene view
and check that the marker is now behaving correctly.
After you have corrected any swaps, you may want to use Shogun Post's
diagnostic tools to help to identify gaps (see Check data quality (page 153)).
Clean up data
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,
enabling you to edit it.
Clean up data
You can then decide the best approach for filling the gaps:
• As a first step, try automatically filling as many gaps as possible (see Auto-fill
with intelligent rigid fill (page 190)).
• If your scene still contains gaps after using the automatic fill, or if auto-fill is
unsuitable, try manually filling the gaps (see Manually fill gaps (page 193)).
Tip
To undo unwanted gap-filling, click Undo on the quick access toolbar
.
Clean up data
1. In the Marker Editing panel, expand the Fill Gaps section and in the Fill Rigid
area, select the Auto-select markers for fill check box.
To change the default options for auto-selection, click the Show Options
button next to the check box. The options are:
• Max Deviation: Specifies in mm how rigid the set of markers used to fill
must be, as the maximum deviation in distance between all pairs in the set.
For example, a value of 60 enables the markers to flex in rigidity by 6 cm.
• Max Distance: Specifies in mm how far away the candidate can be from the
selected marker. The default of 900 is just under 3 feet (1 m), because a
greater distance is likely to be another subject or body part, which is
unlikely to move rigidly during the gap.
• Percent Time Rigid: Specifies the percentage of time over the adjacent
fragment ranges that the selected marker must be rigid with the chosen
set. The default of 0.75 means 75% of the time.
Clean up data
• Only selected markers. Ensure you have selected the required markers.
2. In the Marker Editing panel, expand the Fill Gaps section and in the Fill Rigid
area, select the Current Frame, Selected Ranges or All Time option.
3. Select Auto-select markers for fill and ensure the options are as required (see
above).
Note
After running automated gap-filling, if Shogun did not find a set of rigid
markers based on the settings, you may find that not all gaps are filled.
You can either fill the remaining gaps manually, or you can try changing
the settings, specifically by increasing Max Deviation from the default.
You can run automated gap-filling multiple times to achieve the required results,
in particular when:
• After first run, it either made an unwanted fill or wasn't able to fill a gap due to
a mislabel. Fix the mislabel and then run it again to fill the remaining gaps.
• After first run, it either made an unwanted fill or wasn't able to fill a gap due to
the gap being too complex. Fill the gap manually, then run automated gap-
filling again to fill any remaining gaps. These can now can be filled due to
more data being available.
• After first run, some gaps remain. Loosen the rigidity settings (see Note
above) and run it again.
Clean up data
For example, you might first notice a gap from the display on the time bar Issues
map, then note which marker is affected in the 3D Scene view:
1. To quickly gap-fill the selected marker, on the time bar double-click to move
the current time indicator to the relevant frame.
The affected marker is automatically highlighted in the 3D Scene view (you
can right-click and drag to zoom in further to check the marker).
2. To open a Data Health view and a Graph view, as well as a 3D Scene view,
split the screen by clicking the Three Views Split Left button at the top of
the Shogun Post window and change the views in the new panes.
3. If the Marker Editing panel is not already open, on the Processing tab on the
ribbon, click Marker Editing.
Clean up data
4. In the Data Health view, find the relevant marker's line, which shows a gray
rectangle that represents the gap.
5. In the Data Health view, double-click to select the range of the gap.
6. In the Marker Editing panel, expand the Fill Gaps section. In the Fill Using
Interpolation area, select Selected Ranges (to fill only the current selection),
and then click Fill Using Interpolation.
This looks at the keys on either side of the gap and fills it by interpolating
between them. It works well for small gaps.
Clean up data
7. In the 3D Scene view and Graph view, check that your fill has given the
required result.
8. If the fill does not give an appropriate result, you can click Undo on the quick
access toolbar , and try other gap-filling options in the Marker Editing
panel (see Options for gap filling (page 196)).
Clean up data
Short gaps
1. Manually select a short gap by double-clicking in a Graph view or Data Health
view, and in the Marker Editing panel, expand the Fill Gaps section and click
Fill Using Interpolation.
This looks at data before and after the gap and uses a spline fill to interpolate
between them.
2. Check that the result looks reasonable in a 3D Scene view and Graph view.
Clean up data
2. In the Fill Using Interpolation area, select Selected Ranges, and then click Fill
Using Interpolation.
Clean up data
Non-linear motion
For non-linear motion, for example, where rotational movement is involved, as
interpolation does not account for this kind of motion, a different approach is
needed. If a missing marker is part of set of markers that are rigid (ie, remain in
the same relation to each other, for example, a pelvis), you can use three or more
markers in the rigid object (three in addition to the marker that has the gap is
recommended) to help fill in the data for the missing marker.
1. To select the range of the gap, double-click in a Graph view or Data Health
view, then select (CTRL+click) the three other markers in the rigid object.
3. In the Fill Rigid area, select Selected Ranges and click Fill Rigid.
The pattern of the present markers is copied onto the missing marker.
4. As usual, check in the Graph view and in a 3D Scene view that the fill looks
sensible.
Other rigid objects you can use in default marker set include hands, forearm,
upper arm, shoulders, thorax, and head.
Clean up data
Before using this type of fill, check that the bones and missing markers (by
default displayed in red in the 3D Scene view), are in sensible locations.
Clean up data
To remove existing labels from the current file, on the Labeling tab of the
Processing panel, select Clear Existing Labels and then run Labeling as required.
To remove occlusion fixing from your data, in the Marker Editing panel, expand
the Restore section and select the required option.
2. On the Processing tab on the ribbon, click the arrow on the Solve Solving
button.
In addition to the following information, see also the Vicon video 3 - Shogun
Post - Processing and Solving29, which covers using the Processing panel,
editing a solving skeleton, and solving.
Even if you only had to clean up a single frame or a small range of frames, always
run a final solve on the entire play range. You can run solves on smaller ranges so
that you can review the results of your cleanup while you are working (depending
on your requirements, you would probably use the Solve Labeling and/or Solve
Solving options on the ribbon or in the Processing panel), but to avoid any jumps
at the start and end of the solved range(s), when you have finished editing, you
must run a solve of the whole play range.
2. At the top of the Processing panel, ensure the required options are selected
from the Time Range list (for example, to affect the whole play range, select
All, as shown in the following illustration).
3. In the Processing panel, ensure the options for Reconstruct, Label, and Fix
Occlusion are cleared (for more information, see About occlusion fixing (page
203)), but Solve is selected.
29 https://vimeo.com/218945089
• Ensure that the Plausibility importance option is set to a suitable value. The
default, 25, is normally a good starting point. Smaller values produce
better data fidelity (ie, the markers will better fit their constraints), but the
pose likelihood may be weaker. Larger values produce better pose
likelihood, but weaker data fidelity.
• Note that the Mean pose ratio, which affects the entire skeleton, has a
strong impact on the final hand poses. The default, 0.75, is normally a
good starting point, but if you need to adjust it (for example, if there is too
much noise), try a lower value.
Any changes you have made to the labeling skeleton and the solving skeleton
are included in this final solve.
6. Review your solved data and perform any further cleanup needed.
Occlusion fixing uses data from non-occluded markers to supply the missing
data for the occluded markers. To give the best results and the smoothest
trajectories, occlusion fixing may affect non-occluded markers throughout the
take, even if you have selected a range before applying it. If you repeatedly run
occlusion fixing in Post, the effect may be cumulative, resulting in greater
(possibly unwanted) smoothing.
Interactive solving
If you want to perform a simple manipulation of a solving bone, you can save
time and a lot of manual tweaking by using the interactive solving feature. This
immediately updates the offsets for the constraints that drive the bone that
you're adjusting as soon as you release the mouse button.
1. Ensure you have loaded the subject, which must have a solving skeleton.
2. In the Subject Setup panel, click the Solving tab, and on the Modify Setup
tab, expand Constraints in Current Subject.
4. On the right of the the Subject Setup panel toolbar, click the Enable
interactive solving of the solving subject button .
At the top of the 3D Scene view, the text Interactive Solving is displayed.
6. When you're happy with the new position of the joint, release the mouse
button.
The offsets for the constraints which drive the bone are updated.
Note
Interactive solving works best when you want to apply a rotation in a
single axis, for example, correcting head aim, hand flatness, etc.
For information on the relevant HSL commands, see the following commands in
HSL Scripting with Vicon Shogun.
• getInteractiveSolveLabeling
• getInteractiveSolveSolving
• setInteractiveSolveLabeling
• setInteractiveSolveSolving
You can use the resulting VSR file in Shogun Live and stream it to a game engine,
or solve and export from Shogun Post for use in a CG app.
You can use either Shogun Post or the Vicon Retarget app for retargeting:
• Use Shogun Post for retargeting instead of Vicon Retarget if you want script
the process, need to align the source skeleton to the target skeleton or
change the bone lengths of your target skeleton to better match the source.
• Use the Vicon Retarget app if you need Joint Symmetry or Target Symmetry.
See also:
30 https://youtu.be/S5otK-hx8QM
31 https://youtu.be/FFYwa2_FSak
32 https://youtu.be/3vUuTgp0PTE
Set up a retarget
To set up a retarget in Shogun Post, see the following information.
Retargeting terms:
• Source skeleton: Solving skeleton
• Map pose: The pose that is used for mapping (creating constraints between
the source (solving) and target (retargeting) skeletons and setting the offsets).
For more information, see Map pose and best rig practices in Getting more
from Vicon Shogun.
• Base pose: The pose of the skeleton when all keys are deleted and the
rotation channel for all bones is set to zeros. It's defined by the pre-rotation,
which is known as ‘joint orient’ in Autodesk® Maya®.
If keys put the skeleton into a T-pose, A-pose, or another suitable pose, and pre-
rotations don't exist, you can still use the skeleton, but you'll need to know what
the base pose looks like and use the map pose to both retain the pose used for
mapping and to get best results. See About map mode (page 214) and, if your
skeleton uses keys rather than pre-rotations, see also Map pose and best rig
practices in Getting more from Vicon Shogun.
• FBX files: After you import an FBX, check that the DoFs are set correctly
before setting up retargeting.
• USD files: The USD format doesn't currently support DoFs. If you want to use
DoFs with a USD skeleton, set them in Post after importing the USD skeleton.
• For extremities like the ends of hands, toes, and fingers, this is fine because
the end bones must be zero DoF dummy bones with no keys.
• For parts of a skeleton that define things such as face, hair, and clothes, this
can be problematic if these bones don't use pre-rotation to define their base
pose. If you use keys to define a pose that is required for the skin to look right,
note that these keys are not stored in the VSR/map pose because all of these
bones are treated as dummy bones. If they aren't dummy bones already,
change them to dummy bones because they have no data and setting them
to dummy bones enables retargeting to ignore them and therefore to run
faster.
• If your bones have pre-rotation values that you want to keep, note their values.
In the Subject Setup panel, on the Retargeting tab, click the Prep Unused
Bones button. This ensures all unused bones have zero DoFs and moves their
rotations from channels to pre-rotations. You can enter the pre-rotation values
that you noted to manually reset them.
or
• Manually set the DoFs to off. To do this, in the table on the Retargeting tab,
select the bones you want to be dummy bones and clear the Active check
box.
On import:
Sometimes, skeletons in CG apps like Autodesk® Maya® or Autodesk®
MotionBuilder® contain one or many bones, locators, groups, etc, above the
root. Generally Vicon Shogun doesn't support this. Aim to have no extra nodes
between the Retargeting node and the root bone in Shogun Post. Dummy bones
can exist above the root. These must have zero DoFs and the root must have six
DoFs. If this isn't already the case on import, in the Target Root field, specify the
correct root, which switches DoFs.
On export:
In Shogun Post, on the Retargeting tab, you can select or clear the Preserve
dummies above root check box, which controls whether the dummy bones
above the root are exported in the VSR.
If any objects above the root have non-zero transforms, they can be successfully
imported in FBX format, but you'll probably need to modify the hierarchy in Post
to set them aside during setup. If you need them to exist in the exported FBX
because it will be merged into the original file, you must restore the hierarchy to
its original form after you finish retargeting. You can create export scripts to do
this via batching.
Retargeting enables you to scale each joint so that it better matches the source
skeleton. You can revert this back to the original scale on export, if desired (see
Export FBX (page 227)).
1. In Post, open the relevant .MCP file and ensure that the required solving
skeleton is selected in the Current Subject field.
2. To check that no target skeleton has been imported, open the Subject
Management panel.
The Retargeting column displays a red circle, indicating that no retargeting
setup is present.
• In the Subject Setup panel, select the Retargeting tab, click the Load
button and select the required target.
Or
• Drag the target skeleton file into the Shogun Post view pane.
When you are prompted, choose Skeleton.
33 https://youtu.be/QuA8akXSZTw
The target skeleton is imported into the current subject hierarchy with the
topmost bone of the target skeleton parented to a Retargeting node.
Note
When you import an FBX, it sometimes isn't added under the
Retargeting node. In this case, manually parent the skeleton to the node
(select the required nodes and on the Objects menu, click Parent).
2. On the Retargeting tab, click Map Mode (see About map mode (page 214)) to
enable this mode.
This creates a separate clip that you use to pose the target skeleton relative
to the source skeleton.
3. In the Target Root field, specify which bone is the root. This ensures the root
has six DoFs and any bones above it have zero DoFs.
4. Confirm the target skeleton's DoFs were imported or set them as required.
5. If the source and target skeletons don’t have roots in the same position or
have differing orientation, on the Retargeting tab, click Align Skeletons.
Shogun Post tries to put the skeletons into the same positions and root pose.
You can more closely align the skeletons using the Translate and Rotate
manipulators (not the Special manipulator).
Be sure to move the root, not any dummy bones above it.
6. If you need to globally scale the target skeleton to be the same size as the
source skeleton, on the Retargeting tab, change the Target Scale value.
Ensure that the ankles and clavicles in the target and source skeletons match.
If you need to tweak the setup, or just check how it was set up, you can return to
map mode. When making any adjustments, the target must be in the same pose
it was when it was mapped. The map pose makes this possible. If constraints
exist, implying a map pose is likely to exist, entering map mode automatically
places the target skeleton in the map pose. If needed, you can also use the Go
to Map Pose button (on the Retargeting tab of the Subject Setup panel) to set
the retarget skeleton's pose to the map pose.
After you've finished posing, to define the map pose, click Set Map Pose.
In addition to restoring the pose you used for mapping, the map pose is also
useful for retargeting. Retargeting is faster and easier if the map pose is set
because it uses the map pose as a starting point instead of the base pose, which,
for some skeletons, may differ widely from the map pose.
2. Start with the root. Make sure that you’ve selected the actual root and not any
dummy bones above it. Using the Translate and Rotate manipulators (not the
Special manipulator), move it to the same place as the source skeleton.
3. Use the Rotate manipulator (or enter values in the Channels panel) to rotate
all the target bones to the same pose as the source skeleton.
Note you can also rotate the source skeleton to match the target skeleton or
a mix of the two.
4. If you need to change bone length to make the target skeleton exactly the
same proportion as the source (assuming your pipeline both allows this), use
the Special manipulator. Note that you must remove the GlobalScale
retargeting parameter. This removes the ability to perform global scaling and
unscaling (using the Unscale button), so ensure you've scaled your target
skeleton first.
5. When you have finished posing the skeleton, in the Subject Setup panel, on
the Retargeting tab, click the Set Map Pose button to store the matching
pose. If you later modify the pose, remember to click this button again so that
the map pose is updated.
Create constraints
Tip
When creating constraints in Shogun Post 1.6 and later, note the following
shortcuts:
1. In the lists on the right of the Retargeting tab (or anywhere else in Shogun
Post), select a matching source and target bone, then click Add Position or
Add Rotation to create a constraint between them. The order of selection
does not matter.
2. As a starting point for the constraints, add a position on hands, feet and hips;
and rotation on all joints.
If your target skeleton has more joints than the Vicon source skeleton, you can
constrain multiple target joints to the same Vicon source joint.
Tip
You can use HSL scripting to speed up creating constraints. For
information and examples, see attach in HSL scripting with Vicon
Shogun.
Another way to speed things up is to mirror the changes you make to
one side of the source and target skeletons onto the other side. See
Mirror constraints (page 219) and Mirror joint manipulation (page 220).
3. You can alter multiple constraint weights in the table on the Retargeting tab.
To enable you to immediately see the changes you're making, in the toolbar
4. To check targets, ensure that the View Filters option for Constraints (for
Retarget) is selected.
5. Set weights for all rotations. The recommended value for Rotation weights is
200. To set multiple rotations to 200, on the Retargeting tab, drag to select
the required rows in the table and then in the Weight column, set the value of
one of them to 200.
All the selected rotation weights are updated to 200.
Tip
If you want to automatically copy your changes to weights from one
side of the skeleton to the other, ensure the Mirror Weight Changes
option is also selected (see Mirror weights (page 221)).
6. To add keys, select the relevant line(s), right-click and select Set Key.
To fine-tune keyframes, you can use the controls in the Graph view. For
example, you can use the right-click (context) menu in the Graph view to to
cut or insert sparse keys. You can also change the time of a key by clicking
and dragging on the Graph view.
7. To save the VSR mapping file, at the top right of the Retargeting tab, click the
Save button.
By default, VSR files are saved to C:
\Users\Public\Documents\Vicon\Retargets.
For information on the relevant HSL commands, see the following commands in
HSL Scripting with Vicon Shogun.
• getInteractiveRetargetCmd
• setInteractiveRetargeting
Mirror constraints
To make the creation of retargeting constraints faster and less error prone, you
can choose to mirror the changes you make to one side of the source and target
skeletons onto the other side.
2. When you create or edit retargeting constraints, at the top of the Constraints
section, ensure the Mirror Creation check box is selected (the default setting).
The constraints created between the source and target skeletons on one side
are automatically mirrored on the opposite side.
• In the Manipulator toolbar on the left of the view pane, ensure the Mirror
Mirror weights
When you're adding or editing weights, you can use the mirroring option, Mirror
Weight Changes. to make the same changes on both sides of the skeleton
simultaneously.
2. At the top of the Constraints section, ensure the Mirror Weight Changes
check box is selected (the default setting).
When you adjust the weight values between the source and target skeletons
on one side, they are automatically mirrored on the opposite side, so that
weight values adjusted between, for example, the left lower arm on the
source and target skeletons, are mirrored on the right lower arm of the source
and target skeletons.
1. When you have finished setup, click Map Mode again to turn it off.
You are returned to the motion in the file, ideally a ROM.
2. In the Subject Setup toolbar, click the Retarget Play Range button.
1. Load the VSR. To do this, on the Processing tab, in the Retarget section
supply the required names:
• Filenames. Enter or browse to the required VSR files. You can select or
enter multiple files, separated with a comma.
• Names Enter the subject name(s). You can enter multiple subject names,
separated with a comma. Ensure that the order of multiple names matches
that of the VSR file names.
2. In the General section, ensure that the Processing Output Level is set to
Retarget.
Your FBX is displayed and is driven by the source skeleton. The retarget
skeleton is recorded as part of the MCP capture.
If after testing, you find that further changes are needed, return to map mode
and modify the setup (see Modify a retarget (page 223)).
Modify a retarget
To check and modify your retargeting:
1. In Shogun Post, make sure you have turned off Map Mode and then run
Retarget from the Processing menu.
3. Pay particular attention to the finger solve. Make sure the hands look correct.
34 https://youtu.be/lU4BMD1-5lU
5. When you have finished updating the joint placement, in the Subject Setup
panel, on the Retargeting tab, click Update Offsets to use the new joint
positions.
Interactive retargeting
If you want to perform a simple manipulation of a retargeting bone, you can save
time and a lot of manual tweaking by using the interactive retargeting feature.
This immediately updates the offsets for the constraints that drive the bone that
you're adjusting as soon as you release the mouse button.
1. Ensure you have loaded the subject, which must have a retargeted skeleton.
2. In the Subject Setup panel, click the Retargeting tab and expand Constraints.
4. From the buttons on Subject Setup panel toolbar, select the Enable
interactive retargeting button .
At the top of the 3D Scene view, the text Interactive Retargeting is displayed.
6. When you're happy with the new position of the joint, release the mouse
button.
The offsets for the constraints which drive the bone are updated.
You can follow a similar procedure to manipulate solving bones: see Interactive
solving (page 204).
For information on the relevant HSL commands, see the following commands in
HSL Scripting with Vicon Shogun.
• getInteractiveRetargetCmd
• setInteractiveRetargeting
Export VSR
When you export in VSR format, you can:
• Load the VSR into other takes that only have a solving skeleton and then run
retargeting.
Export FBX
1. To export in FBX format, select the Retargeting node, then right-click and
click Select Branch.
This selects the target skeleton, so that you can choose to export Selected
objects only in the next step.
2. To choose what is exported and whether to reset scaling on export, open the
Preferences dialog box (on the General menu, click Preferences), click the
File Export tab and in the File Format box, select FBX Motion.
3. If you want to reset scaling on export, ensure that the Unscale retargeting
skeletons option is selected.
1. Load a trial with a fully processed subject (VSK and VSS), which has an
associated target skeleton (FBX) with a full set of constraints and weights.
2. In the Subject Setup panel, click the Retargeting tab and expand the
Constraints section.
All the configured constraints and weights are listed.
4. In the dialog box, enter or browse to a location and name for the constraints
HSL file, and then click Save to export the constraints.
5. To export weights, click Export Weights, which is on the left, underneath the
list of constraints.
6. In the dialog box, enter or browse to a location and name for the weights HSL
file, and then click Save to export the weights.
1. Load the MCP file in which you want to use the exported constraints. Ensure
that the source bone names that affect constraints and weights are the same
as those used in the original MCP file.
The subject and its solving skeleton are displayed in the 3D Scene view.
2. Load the associated FBX file. Ensure that the target bone names that affect
constraints and weights are the same as those used in the original FBX file.
To set the subject's view filter for retargeting, in the 3D Scene view,
click View Filters and under Subjects, select Retarget.
3. To import the constraints from the HSL file that you exported earlier, in the
Constraints section of the Retargeting tab, click Import Constraints, which is
on the right, underneath the constraint list.
4. In the dialog box, enter or browse to the required location and select the
constraints HSL file.
5. To import weights, click Import Weights, which is on the left, underneath the
constraint list). Note that you must import the constraints first, before you
import the weights.
6. In the dialog box, enter or browse to the required location and select the
weights HSL file. Ensure the same target root bone is set, and a similar target
scale is used as before.
The constraints and weights are listed in the Constraints section of the
Retargeting tab.
If you are exporting to FBX, to ensure you choose an appropriate frame rate, see
also Frame rates supported by the FBX file format (page 233).
If you are exporting an FBX file for use in Maya® software, see also Export an
FBX file for use in Maya® software (page 234).
To export a take:
1. If you want to export only particular aspects of your take (eg bones), select
them in your preferred way (eg, in the Selection panel, or by using the
Selection Filters options in the 3D Scene view, etc).
2. To specify the required options for your export, on the General menu, click
Preferences, and in the Preferences dialog box, click the File Export tab.
3. Select the required export file format and, if you made a selection for export
in Step 1, be sure to select the Selected objects only box. Select any other
options needed, such as the appropriate frame rate (for FBX, see Frame rates
supported by the FBX file format (page 233)), and then click Close.
5. In the Export dialog box, if necessary, change the location of the export and
enter a name for your exported file.
• 120 fps
• 100 fps
• 60 fps
• 50 fps
• 48 fps
• 25 fps (PAL/SECAM)
• 24 fps (Film/Cinema)
• ~23.976 fps
• 96 fps
• 72 fps
• ~59.94 fps
In the Preferences dialog box, the Export data starting at timecode offset frame
option for FBX export also enables you to choose whether the exported data
starts at the timecode start or from frame 1.
When the option is selected, the exported data starts at the timecode start.
When the option is cleared (the default), the exported data starts at frame 1. By
running a supplied Python script, you can then use the exported JSON file to set
the timecode in Maya, provided a timecode was used in Post.
2. With the file open, run the CleanupFBXImport.py script, by default found in:
C:\Program Files\Vicon\ShogunPost1.#\Scripts\Maya\
The script sets the scene in a number of ways (see the following list) including
setting the correct timecode and linking the MOV file to the correct camera.
Tip
To get Maya to show the video as time changes, you may need to
click in Overlay view or select the camera in the Outliner and in the
Attributes panel, select the texture tab (see following image).
3. Set the playback speed to the same speed as the video capture rate (eg, 30
fps, as shown in the following image).
• Sets the timecode start in Maya using the JSON file that is saved with the FBX
if timecode was present in Post.
This allows the animation and video overlay to start at frame 1, yet maintains
the timecode.
• Switches image planes to only show when looking through the camera.
• Sets the Frame Offset attribute on video texture to account for video starting
at frame 0 and the start offset from the JSON file.
BVH export
With Shogun Post 1.6 and later, you can export takes in BVH format.
If errors are displayed when you import the resulting BVH, ensure all bones have
at least one active DoF before export. (It doesn't matter if they have no keys to
go with the DoF(s).)