LogoLogo
WebsiteSupportDownloadsForumsQuick LinksContact Us
v2.3
v2.3
  • OptiTrack Support Documentation
  • WHAT'S NEW
    • Unreal Engine: OptiTrack InCamera VFX
  • QUICK START GUIDES
    • Quick Start Guide: Getting Started
    • Quick Start Guide: Precision Capture
    • Quick Start Guide: Tutorial Videos
    • Quick Start Guide: Prime Color Setup
    • Quick Start Guide: Active Marker Tracking
    • Quick Start Guide: Outdoor Tracking Setup
  • HARDWARE
    • Cameras
      • Ethernet Cameras
        • PrimeX 41
        • PrimeX 22
        • PrimeX 13
        • PrimeX 13W
        • SlimX 13
        • Prime Color
      • USB Cameras
        • Slim 3U
        • Flex 13
        • Flex 3
        • V120:Duo
        • V120:Trio
        • V120:Duo and Trio Setup
        • Adjusting Global Origin for Tracking Bars
    • Prepare Setup Area
    • Camera Mount Structures
    • Camera Placement
    • Camera Network Setup
    • Aiming and Focusing
    • Camera Status Indicators
  • MOTIVE
    • Installation and Activation
    • Motive Basics
    • Calibration
      • Continuous Calibration
      • 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
    • 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
    • Tracking Bar Coordinate System
      • Transforming Coordinate System: Global to Local
  • MOTIVE UI PANES
    • Application Settings
      • Settings: Live Reconstruction
      • Settings: General
      • Settings: Views
      • Settings: Assets
        • Skeletons
        • Rigid Body
      • Settings: Camera
    • Mouse and Keyboard
    • Assets Pane
    • Builder Pane
    • Calibration Pane
    • Control Deck
    • Data Pane
    • Data Streaming Pane
    • Devices Pane
    • Edit Tools Pane
    • Graph View Pane
    • Info Pane
    • Labels Pane
    • Log Pane
    • Marker Sets Pane
      • Marker Name XML Files
    • Measurement Pane
    • Probe Pane
    • Properties Pane
      • 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: eSync2
    • Reference View pane
    • Status Panel
    • Toolbar/Command Bar
    • Viewport
  • PLUGINS
    • OptiTrack Unreal Engine Plugin
      • Unreal Engine: OptiTrack Live Link Plugin
      • Unreal Engine: OptiTrack Streaming Client Plugin
      • Unreal Engine: HMD Setup
      • Unreal Engine: MotionBuilder Workflow
      • Unreal Engine VCS Inputs
    • OptiTrack Unity Plugin
      • Unity: HMD Setup
    • OptiTrack OpenVR Driver
    • 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
      • 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
      • Active Marker Tracking: IMU Setup
  • 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
      • Prime Color Setup
    • Movement Sciences Marker Sets
      • Biomechanics Marker Sets
      • Biomech (57)
      • Rizzoli Marker Sets
    • For Visual3D Users
  • VIRTUAL REALITY
    • VR Plugins
      • VR Unreal Engine
        • OptiTrack Unreal Engine Plugin
        • Unreal Engine: OptiTrack Live Link Plugin
        • Unreal Engine: OptiTrack Streaming Client Plugin
        • 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
    • Navigation Controller Guide
    • SlimX 13
    • Active Marker Tracking
      • Active Finger Marker Set
      • Active Marker Tracking: IMU Setup
    • 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
    • PrimeX 22
    • Outdoor Tracking Setup
  • DEVELOPER TOOLS
    • Developer Tools Overview
    • NatNet SDK
      • NatNet 4.0
      • 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: RebroadcastMotiveData Sample
      • NatNet: Remote Requests/Commands
      • NatNet: Sample Projects
      • NatNet: Unicast Data Subscription Commands
      • Latency Measurements
    • Motive API
      • Motive API: Quick Start Guide
      • Motive API Overview
      • Motive API: Function Reference
      • Motive API Camera Calibration
    • Camera SDK
      • Camera SDK Classes
        • Class: cCameraGroupFilterSettings
        • Class: cCameraGroupMarkerSizeSettings
        • Class: cCameraGroupPointCloudSettings
        • Class: cCameraModule
        • Class: cRigidBodySettings
        • Class: cRigidBodySolutionTest
        • Class: cTTAPIListener
        • Class: cUID
  • MARKER SETS
    • Full Body
      • Baseline (37)
      • Baseline + Hinged Toe (41)
      • Baseline + Hinged Toe, with Headband (41)
      • Baseline + 13 Additional Markers (50)
      • Biomech (57)
      • Conventional (39)
    • Full Body + Fingers
      • Baseline + Hinged Toe + Fingers (49)
      • Baseline + 11 Additional Markers + Fingers (54)
      • Manus Glove Setup
    • Upper
      • Baseline Upper (25)
      • Baseline Upper Body + Fingers (33)
      • Conventional Upper (27)
    • Lower
      • Baseline Lower (20)
      • Helen Hayes Lower (19)
      • Conventional Lower (16)
    • Hand and Fingers
      • Left and Right Hand (11)
      • Active Finger Marker Set
    • Rizzoli Marker Sets
    • Entertainment Marker Sets
    • Rigid Body Skeleton Marker Set
  • GENERAL TROUBLESHOOTING
    • Troubleshooting
    • Running Motive on High DPI Displays
    • Firewall Settings
Powered by GitBook
On this page
  • Overview
  • Rigid Body Placements
  • Creating the Skeleton
  • Troubleshooting

Was this helpful?

Export as PDF
  1. MARKER SETS

Rigid Body Skeleton Marker Set

PreviousEntertainment Marker SetsNextGENERAL TROUBLESHOOTING

Last updated 1 year ago

Was this helpful?

This page provides step-by-step instructions for creating the rigid body based skeleton Marker Sets in Motive.

Important Note

  • Please note that Motive: Body license is required to access and use the rigid body skeleton Marker Sets. This is not supported with Motive: Tracker license.

  • Rigid body skeleton Marker Sets are intended for real-time applications only. Exporting into BVH/FBX file is not supported.

Overview

6 Rigid Body Skeleton in Motive.

The Rigid Body Skeleton Marker Sets allows users to use rigid bodies to establish skeleton tracking. Rigid bodies are attached to head, torso, both hands, and both feet (6 rigid body skeleton only). Then, using the tracking information, Motive solves the entire skeleton through inverse kinematics. There are total three types of rigid body skeleton Marker Sets in Motive:

  • 6 Rigid Body Skeleton

  • 4 Rigid Body Skeleton

  • 4 Rigid Body Skeleton + Active Fingers

Rigid Body Placements

Q : Skeleton is not tracking

Step 1. Prepare the rigid bodies

  • For 6 rigid body skeleton, total 6 rigid bodies are needed: head (1), torso (1), both hands (2), and both feet (2)

  • For 4 rigid body skeleton, total 4 rigid bodies are needed: head (1), torso (1), both hands (2)

Step 2. Attach the rigid bodies onto the actor

Placement
Description

Right/Left Hand

Place a rigid body on top of each hand. (2)

Right/Left Foot

Place a rigid body on top of each foot. (2)

This is needed only for the 6 Rigid Body skeleton markerset.

Chest (or Hip)

Attach a rigid body at mid-spine on the back. If using a VR backpack PC, this can be attached on top of the backpack PC. This rigid body can also be replaced by a hip rigid body, and in that case, the rigid body needs to be placed slightly above the center of the hip bone. (1)

HMD (or Head)

Use the active HMD clip to attach active markers onto the HMD. If not using an HMD clip, you will need to manually placed the markers on the HMD. If not using an HMD, place the rigid body on the back of the head. (1)

Creating the Skeleton

Step 1: Create a rigid body asset for the rigid body attached to Chest/Hip

Only either one of the Chest or the Hip rigid body is needed for the 6 rigid body skeleton.

Step 2: Position the pivot point of the Chest/Hip rigid body

For the chest rigid body, the pivot point must be placed at the center of the torso, approximately at the heart center; which is in between the spine and the bottom end of the sternum. For the hip rigid body, the pivot point must be placed at the center of the hip bone.

Step 3: Orient the pivot point of the Chest/Hip rigid body

Step 4: Create the HMDhead/Head rigid body

Now that the chest, or hip, rigid body has been set up, next step is to create a rigid body for the head. This can be either the active HMD clip or a rigid body attached to the head. Only one of them needs to be created.

  1. Under the Type drop-down menu, select HMD. This will bring up the options for defining an HMD rigid body.

  2. Under the Orientation drop-down menu, select the desired orientation of the HMD.

  3. Hold the HMD at the center of the tracking volume where all of the active markers are tracked well.

  4. Name the rigid body as HMDHead for +Z-forward orientation or HMDHeadX for +X-forward orientation.

  5. Click Create. An HMD rigid body will be created from the selected markers and it will initiate the calibration process.

  6. During calibration, slowly rotate the HMD to collect data samples in different orientations.

  7. Once all necessary samples are collected, the calibrated HMD rigid body will be created.

Step 5: Set skeleton name.

Step 6: Create Rigid Body Skeleton.

Rigid Body Names:

In order for the rigid body skeleton to work, it is important that all of the rigid bodies have a name prefix that matches the skeleton name. If one of the rigid bodies doesn't seem to be contributing to the skeleton solve, please check these names.

Step 7: Double-check the created skeleton

After the skeleton has been created, confirm tracking of the skeleton. If any of the skeleton segments seems to be misaligned, double-check the position of the attached rigid bodies and corresponding pivot points.

  • Chest RB Pivot: When using the Chest rigid body for the torso-tracking. The length of the abdomen segment gets solved by referencing the location of the chest rigid body pivot point. If the created skeleton has an abnormally long or short abdomen segment, double-check and adjust the height of the chest pivot point.

  • Neck: If the pivot orientation of the Chest rigid body doesn't align with the head rigid body, the neck of the created skeleton is may appear to be bent. Make sure the chest rigid body's y-axis is pointed directly up towards the Head/HMD rigid body pivot.

Troubleshooting

Q : Skeleton is not tracking

A: If the skeleton, or certain parts of the skeleton, appears to be not being tracked at all, make sure the rigid bodies are named properly. The rigid body must be named with the following syntax:

  • Head: (Skeleton Name)Head OR (Skeleton Name)HMDHead OR (Skeleton Name)HMDHeadX

  • Torso: (Skeleton Name)Hip OR (Skeleton Name)Chest

  • Left hand: (Skeleton Name)LHand

  • Right hand: (Skeleton Name)RHand

  • Left foot: (Skeleton Name)LFoot

  • Right foot: (Skeleton Name)RFoot

Q : HMD head is facing backward/sideways

A: If the head or HMD is facing backward or sideways, it indicates that it's orientation is not properly set. Please double-check the position/orientation of the rigid body head to make sure they are set properly.

Q : Skeleton bones are flipped

A: When this happens, double-check the orientation of each rigid body. All rigid body must be named properly and their z-axis must be facing the forward direction.

Q : Shoulder/hip bone is too high up

A: When this happens, it indicates that the position of the HMD (or head) and the Chest (or hip) rigid body is not accurately placed. The 6 rigid body skeleton gets calculated from pivot points of these two rigid bodies, so if there is an obvious misalignment of the created skeleton bones, double-check and make sure these two pivot points are set up properly.

4 Rigid Body Skeleton is used for upper body tracking only, and 6 Rigid Body Skeleton is used for the entire full-body skeleton tracking. For the 6 Rigid Body Skeleton, two additional rigid bodies are attached to both feet, but the basic instructions for creating the skeleton is the same. You can use either the passive retro-reflective markers or the to produce the rigid body skeleton.

Anterior view of the actor with rigid bodies
Posterior view of the actor with rigid bodies

Let's first start with defining a rigid body for the chest rigid body. Open up the , make sure the Rigid Bodies option is selected at the bottom, and access the Create tab. This will bring up options for defining rigid bodies in Motive.

In the , select all of the markers on the chest rigid body, and you should be able to see the selected markers in the Builder pane. Name the rigid body as Chest, and click create. If you are attaching the rigid body on the lower back, you will name the rigid body Hip instead.

Once the chest or hip rigid body has been created, the next step is to position and orient its pivot point at the appropriate location. You can use the to easily translate the rigid body pivot points.

This is easier to set up by switching one of the cameras to a grayscale video mode and using the to monitor where the pivot point is placed within the actor's body.

After positioning the pivot point, adjust the orientation of the rigid body pivot also by using the rotate . For creating 6 Rigid Body skeleton, the +z axis must direct towards the front of the actor.

Enabling the setting under the rigid body properties will reveal the orientation of the selected rigid body.

or HMDs using the active HMD clip, you can use the HMD tool in the to easily create a rigid body. Make sure to choose either the +Z-forward or the +X-forward orientation, and the rigid body must be named HMDHead for +Z-forward orientation or HMDHeadX for +X-forward orientation.

Open the under and click Rigid Bodies.

Select the 8 active markers in the .

The process of creating a head rigid body is similar to the steps for creating the Chest rigid body. You can use the to define a rigid body named Head.

Once the rigid body is defined, use the to translate the pivot point to at the center of the actor's head near the neck joint. Then, likewise, orient the rigid body so that +z axis is directing towards the front.

Now that the head and torso rigid body has been prepared, we can start defining the skeleton. Open the and select desired Rigid Body Skeleton from the marker set drop-down menu, and assign a name for the skeleton that will be created.

Creating 6RB skeleton with skeleton name Actor

Ask the subject to strike a calibration pose (e.g. ). Then select the two rigid bodies and press Create on the Builder pane. This action will automatically define rigid bodies for the remaining rigid bodies on the hand/foot, and also place the pivot points at the proper location automatically. All of the rigid bodies will have the prefix with the name given to the skeleton (see screenshot below), and the skeleton will be created and tracked.

Pivot Point Locations: Pivot: Head (when HMD is not used). Pivot: Left and Right Hand, Pivot: Left and Right Foot, Pivot: Hip (or replaced by Chest rigid body).
active pucks
Builder pane
Gizmo tool
Reference View pane
Gizmo tool
Orientation
Builder pane
Builder pane
View tab
3D viewport
Builder pane
Gizmo tool
Builder pane
T-Pose
3D viewport
6RB CalibratedPivots.png
6RB HeadPivot.png
6RB HeadPivot2.png