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v3.2
v3.2
  • OptiTrack Documentation
  • WHAT'S NEW
    • What's New in Motive 3.2
  • QUICK START GUIDES
    • Quick Start Guide: Getting Started
    • Quick Start Guide: Prime Color Camera Setup
    • Quick Start Guide: Precision Capture
    • Quick Start Guide: Tutorial Videos
    • Quick Start Guide: Active Marker Tracking
    • Quick Start Guide: Outdoor Tracking Setup
  • HARDWARE
    • Cameras
      • Ethernet Cameras
        • PrimeX 120
        • PrimeX 41
        • PrimeX 22
        • PrimeX 13
        • PrimeX 13W
        • SlimX 13
        • Prime Color
        • VersaX 22
        • VersaX 41
        • VersaX 120
      • USB Cameras
        • Slim 3U
        • Flex 13
        • Flex 3
        • V120:Duo
        • V120:Trio
        • Adjusting Global Origin for Tracking Bars
    • Prepare Setup Area
    • Camera Mount Structures
    • Camera Placement
    • Ethernet Camera Network Setup
      • General Overview and Specs
      • Windows 10 Network Settings
      • Cabling and Load Balancing
      • Switch Configuration for PrimeX 120
      • NETGEAR ProSafe GSM7228S: Disabling the Broadcast Storm Control
      • White/Blacklisting Cameras
    • USB Camera System Setup
      • USB Camera Network Overview and Specs
      • V120:Duo and Trio Setup
      • Tracking Bar Coordinate System
        • Transforming Coordinate System: Global to Local
    • Aiming and Focusing
    • Camera Status Indicators
  • MOTIVE
    • Installation and License Activation
    • Motive Basics
    • Calibration
      • .mcal XML Calibration Files
      • Continuous Calibration
      • Continuous Calibration (Info Pane)
      • Calibration Squares
    • Markers
    • Assets
      • Gizmo Tool: Translate, Rotate, and Scale
    • Rigid Body Tracking
      • Aligning Rigid Body Pivot Point with a Replicated 3D Model
    • Skeleton Tracking
    • Trained Markersets
    • IMU Sensor Fusion
    • Data Recording
      • Data Types
    • Labeling
    • Data Editing
    • Data Export
      • Data Export: BVH
      • Data Export: C3D
      • Data Export: CSV
      • Data Export: FBX
      • Data Export: TRC
    • Data Streaming
    • Camera Video Types
    • Audio Recording
    • Motive HotKeys
    • Measurement Probe Kit Guide
    • Motive Batch Processor
    • Reconstruction and 2D Mode
  • MOTIVE UI PANES
    • Settings
      • Settings: General
      • Settings: Assets
      • Settings: Live Pipeline
      • Settings: Streaming
      • Settings: Views
      • Settings: Mouse and Keyboard
      • Settings: Audio
    • Assets Pane
    • Builder Pane
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      • Constraints XML Files
    • Calibration Pane
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      • Properties Pane: Camera
      • Properties Pane: Force Plates
      • Properties Pane: NI-DAQ
      • Properties Pane: OptiHub2
      • Properties Pane: Rigid Body
      • Properties Pane: Skeleton
      • Properties Pane: Take
      • Properties Pane: Trained Markerset
      • Properties Pane: eSync2
    • Status Panel
    • Toolbar/Command Bar
    • Control Deck
    • Viewport
  • PLUGINS
    • OptiTrack Blender Plugin
      • OptiTrack Blender Plugin
    • OptiTrack Unreal Engine Plugin
      • Unreal Engine: OptiTrack Live Link Plugin
        • Quick Start Guide: Real-Time Retargeting in Unreal Engine with Live Link Content
        • Unreal Editor for Fortnite (UEFN): OptiTrack Plugin for Live Link Hub
        • Unreal Engine: Live Link Camera Stream Setup
        • Live Link Content: Active Puck Static Meshes
      • Unreal Engine: MotionBuilder Workflow
      • Unreal Engine: HMD Setup
      • Unreal Engine VCS Inputs
    • OptiTrack Unity Plugin
      • Unity: HMD Setup
    • OptiTrack OpenVR Driver
    • OptiTrack MATLAB Plugin
    • Autodesk Maya
      • Autodesk Maya: OptiTrack Insight VCS Plugin
    • Autodesk MotionBuilder
      • Autodesk MotionBuilder Plugin
      • Autodesk MotionBuilder: OptiTrack Skeleton Plugin
      • Autodesk MotionBuilder: OptiTrack Optical Plugin
      • Autodesk MotionBuilder: OptiTrack Insight VCS Plugin
      • Autodesk MotionBuilder: Timecode Data
    • OptiTrack Peripheral API
    • External Plugins
      • Houdini 19 Integration
  • ACTIVE COMPONENTS
    • Active Components Hardware
      • Active Puck
      • Wired AnchorPuck
      • CinePuck
      • Wired CinePuck
      • BaseStation
      • Information for Assembling the Active Tags
      • Manus Glove Setup
    • Configuration
      • Active Batch Programmer
      • Active Hardware Configuration: PuTTY
      • Active Component Firmware Compatibility
    • Active Marker Tracking
      • Active Finger Marker Set
  • SYNCHRONIZATION
    • Synchronization Hardware
      • External Device Sync Guide: eSync 2
      • External Device Sync Guide: OptiHub2
    • Synchronization Setup
    • OptiTrack Timecode
  • VIRTUAL PRODUCTION
    • Unreal Engine: OptiTrack InCamera VFX
    • Entertainment Marker Sets
    • PrimeX 41
  • MOVEMENT SCIENCES
    • Movement Sciences Hardware
      • General Motive Force Plate Setup
      • AMTI Force Plate Setup
      • Bertec Force Plate Setup
      • Kistler Force Plate Setup
      • Delsys EMG Setup
      • NI-DAQ Setup
      • Multiple Device Setup
    • Movement Sciences Marker Sets
      • Biomechanics Marker Sets
      • Biomech (57)
      • Rizzoli Marker Sets
    • For Visual3D Users
    • Prime Color Camera Setup
      • Prime Color Setup: Required Components
      • Prime Color Setup: Hardware Setup
      • Prime Color Camera Setup: Camera Settings
      • Prime Color Camera Setup: Prime Color FS Calibration
      • Prime Color Setup: Data Recording / Export
      • Prime Color Camera Setup: FAQ / Troubleshooting
      • Prime Color Camera Setup: Windows Network Settings
  • VIRTUAL REALITY
    • VR Plugins
      • VR Unreal Engine
        • OptiTrack Unreal Engine Plugin
        • Unreal Engine: OptiTrack Live Link Plugin
          • UE5.1 Live Link Retarget External Workaround
        • Unreal Engine VCS Inputs
      • VR Unity
        • OptiTrack Unity Plugin
      • VR OpenVR
        • OptiTrack OpenVR Driver
    • VR HMD Setup
      • Unreal Engine: HMD Setup
      • Unity: HMD Setup
      • Manually Calibrating the HMD Pivot Point
      • Sync Configuration with an HTC Vive System
    • SlimX 13
    • Active Marker Tracking
      • Active Finger Marker Set
    • Synchronization Hardware
      • External Device Sync Guide: eSync 2
      • External Device Sync Guide: OptiHub2
  • ANIMATION
    • Autodesk Maya
      • Autodesk Maya: OptiTrack Insight VCS Plugin
    • Autodesk MotionBuilder
      • Autodesk MotionBuilder Plugin
      • Autodesk MotionBuilder: OptiTrack Skeleton Plugin
      • Autodesk MotionBuilder: OptiTrack Optical Plugin
      • Autodesk MotionBuilder: OptiTrack Insight VCS Plugin
      • Autodesk MotionBuilder: Timecode Data
  • ROBOTICS
    • MoCap4ROS2 Setup
    • OptiTrack Robot Applications
    • Outdoor Tracking Setup
  • DEVELOPER TOOLS
    • Developer Tools Overview
    • Camera SDK
      • Class: cCameraModule
      • Class: cUID
    • Motive API
      • Motive API: Quick Start Guide
      • Motive API Overview
      • Motive API: Function Reference
      • Motive API Camera Calibration
    • NatNet SDK
      • NatNet 4.1
      • NatNet: Class/Function Reference
      • NatNet: Creating a Managed (C sharp) Client Application
      • NatNet: Creating a Native (C++) Client Application
      • NatNet: Data Types
      • NatNet: Matlab Wrapper
      • NatNet: Migration to NatNet 3.0 libraries
      • NatNet: Remote Requests/Commands
      • NatNet: Sample Projects
      • NatNet: Unicast Data Subscription Commands
      • Latency Measurements
    • VRPN Sample
    • Peripheral API: Glove Devices
  • SKELETON MARKER SETS
    • Full Body
      • Baseline (41)
      • Core (50)
      • Biomech (57)
      • Conventional (39)
    • Full Body + Fingers
      • Baseline + Passive Fingers (49)
      • Baseline + Active Fingers (57)
      • Core + Passive Fingers (54)
      • Core + Active Fingers (62)
    • Upper
      • Baseline Upper (25)
      • Conventional Upper (27)
    • Lower
      • Baseline Lower (20)
      • Helen Hayes Lower (19)
      • Conventional Lower (16)
    • Hand and Fingers
      • Left/Right Hand (4) Active
      • Left/Right Hand (10) Active + Passive
      • Active Finger Marker Set
    • Glove Device Setup
      • Manus Glove Setup
      • StretchSense Glove Setup
    • Rizzoli Marker Sets
    • Entertainment Marker Sets
    • Rigid Body Skeleton Marker Set
  • GENERAL TROUBLESHOOTING
    • Licensing Troubleshooting
    • Windows 11 Optimization for Realtime Applications
    • Network Troubleshooting
    • Troubleshooting Q&A
    • Running Motive on High DPI Displays
    • Firewall Settings
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On this page
  • Quick Start Guide
  • Auto-Generate Asset
  • Adding Bones
  • Training Options
  • 3D View Context Menu Bone Options

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  1. MOTIVE

Trained Markersets

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Quick Start Guide

Trained Markersets allow you to create Assets from any object that is not a Rigid Body or a pre-defined Skeleton. This allows you to track anything from a jump rope, to a dog, to a flag, to anything in between.

Please follow the steps below to get started.

Auto-Generate Asset

In order to get the best training data, it is imperative to record markers with little to no occlusion and arrange markers asymmetrically. If you do have occlusions, it is important to fill in gaps using the Edit Tool in Edit mode.

  • Attach an adequate number of markers to your flexible object. This is highly dependent on the object but should cover at least the outline and any internal flex points. e.g., if it's a mat, the mat should have markers along the edges as well as dispersed markers in the middle in an asymmetrical pattern. If it's an animal or something that has real-life bones, try to add markers on either side of any joints just like you see on the Skeleton marker sets.

  • Record the movements you want of the object, trying to get as much of the full range of motion as possible.

  • In Edit mode, select the markers attached to the object.

  • Right-click and select Create Markerset.

  • Right-click the newly created asset and select Training -> Auto-Generate Asset.

Adding Bones

To add Bones from the 3D viewport:

  1. First make sure the Markerset is selected in the Assets pane, then hold down CTRL while selecting the markers from which you wish to make a bone.

  2. Right click on one of the markers and select Bone(s) -> Add From Marker(s).

Tips for making bones:

  • Make sure the asset has enough markers to make all the bones track well.

  • Choose markers that are semi-rigid relative to one another when possible for bone constraints.

A bone can be made from one or more markers:

  • A bone made from 3+ markers will track with 6 Degrees of Freedom (DoF). Use this type of bone for end effectors and generally whenever possible.

  • A bone made from 2 markers will track with 5 Degrees of Freedom and a bone made from 1 marker will track with 3 Degrees of Freedom (only positional data). This means that rotational values may turn out strange if it is not connected to a 6 DoF bone on either end. This type is well-suited for under-constrained segments like an elbow with only one or two markers on it.

Once you are finished adding the necessary bones you can create Bone Chains to connect bones:

  1. Select at least 1 bone (if you have multiple selected make sure the one you select first is the one you wish to make the first 'parent' bone then any subsequent children/parent bones should follow).

  2. Right click in 3D viewport and select Bone(s) -> Add Bone Chain.

  3. Solve your Markerset: right click on asset in asset pane and select Solve. You can now export, or stream, or do whatever else you'd like in Edit.

  4. If you would like your Asset to be available in Live, simply right click on the Markerset in the Assets pane and select Copy Asset to Live.

  5. And voilà, you have a Markerset you can track and record in Live.

Training Options

Auto-Generate Asset

This adds marker training and Auto-Generates Marker Sticks. This function only needs to be performed once after a Markerset has been created.

Add Marker Training

Add Marker Training goes through and adds a learned model of the Markerset. It's best to train the Markerset based on a full Range of Motion of the object you would like to track. This means moving the object to the limits of how it can move for one take, then labeling that take as well as you can, then running this training method on it.

Add the Training Count column to the Asset pane to show how many times you've used the Add Marker Training command on a Markerset.

Remove Marker Training

This removes any marker training that was added either by Auto-Generate Asset or Add Marker Training. This is useful if you changed labels and wanted to reapply new marker training based on the new labels.

Auto-Generate Bones

This automatically generates bones at flex points. This is why recording a full range of motion of your object is important so these bones can be added correctly.

Refine Bone Positions

This applies another round of Marker Training and refines Bone positions based on new training information.

Refine Constraints Positions

This applies another round of Marker Training and refines Constraint positions based on new training information.

3D View Context Menu Bone Options

Add from Marker(s)

This is how you can create Bones manually from selected markers.

Remove

This removes the Bone from the Markerset and 3D viewport.

Add Bone Chain

This adds a parent/child relationship to bones.

Unparent Bone(s)

This removes the Bone Chain between bones.

Reroot Bones

When a child bone is selected, you can select Reroot Bones to make a child bone the parent. i.e. Bone 002 is a child of Bone 001 and Bone 001 (the root bone) is a child to Markerset 001. After selecting Bone 002 and Reroot bones, Bone 002 is now the parent to Bone 001 and the child to Markerset 001.

Align to Camera

This will align the selected Bone to a selected camera.

Align to Other Bone

This will align the selected Bone to another selected Bone.

Reset Location

If the Bone position was altered by either the Gizmo Tool or by Align to Camera/Other Bone, you can reset its default position with Reset Location.

Trained Markerset: Auto-Generate Asset
Select Auto-Generate Asset from Training Options.
After Auto-Generate is complete, training and marker sticks should be generated.
Markerset selected and markers selected.
Markerset is not selected when highlighted in Cyan.
Training Options Submenu.
Before Reroot Bones.
After Reroot Bones.