To enter, contestants need to produce an original 3D animation using a trial version or a full version of the iPi Soft Motion Capture software, and send a link to the animated video to comp@ipisoft.com.
Please provide brief description which motions were captured with iPi Mocap.
We decided to award a main prize and a special prize once again. And the winners are...
Leonardo Ramallo with the iPisoft Contest entry (the Pro license) and Loïc Caria with iPi Soft Spectators Animations... (the Basic license).
Our congratulations!
The main prize:
Description from the author:
The video is a work in progress animation for a video game that I'm currently developing. I used a 6-ps3eye camera setup in my living room to record all of the animations. Every humanoid animation was created using Ipisoft. The animations were cleaned in Mocap studio before importing into Blender which made cleanup very quick and easy. Unfortunately one of the characters' IK setup broke at some point while rendering so he came out looking very weird and jittery, but the rest of the animations came out pretty great. The second half of my video featured some clips that I recorded but didn't have time to include in the final render. I was surprised at how well the software could track wild and erratic movements. The game I'm developing requires varied and expressive human motions which are best captured through mocap.
With enough space, lighting, and planning, Ipisoft tracking works extremely well. I'm very much looking forward to experimenting with ipisoft as I continue to develop this animation and video game.
The special prize:
Description from the author:
French: Un test d'animation de publique que je vais utiliser dans mon prochain court métrage d'animation 3D. Dans cette vidéo toutes les animations ont été capturées avec ipi soft (en utilisant 2 Kinect ONE et 3 PS Move) et retravaillé dans blender.
English: An audience animation test that I will use in my next 3D animation short. In this video all the animations have been captured with ipi soft (using 2 Kinect One + 3 PS Move) and reworked in blender.
The video is a work in progress animation for a video game that I'm currently developing. I used a 6-ps3eye camera setup in my living room to record all of the animations. Every humanoid animation was created using Ipisoft. The animations were cleaned in Mocap studio before importing into Blender which made cleanup very quick and easy. Unfortunately one of the characters' IK setup broke at some point while rendering so he came out looking very weird and jittery, but the rest of the animations came out pretty great. The second half of my video featured some clips that I recorded but didn't have time to include in the final render. I was surprised at how well the software could track wild and erratic movements. The game I'm developing requires varied and expressive human motions which are best captured through mocap.
With enough space, lighting, and planning, Ipisoft tracking works extremely well. I'm very much looking forward to experimenting with ipisoft as I continue to develop this animation and video game.
This video was made with several tools. Software: iPiSoft (iPi Recorder and iPi Mocap Studio), Unreal Engine, Maya, Character Creator. Hardware: single Kinect V2.
French: Un test d'animation de publique que je vais utiliser dans mon prochain court métrage d'animation 3D. Dans cette vidéo toutes les animations ont été capturées avec ipi soft (en utilisant 2 Kinect ONE et 3 PS Move) et retravaillé dans blender.
English: An audience animation test that I will use in my next 3D animation short. In this video all the animations have been captured with ipi soft (using 2 Kinect One + 3 PS Move) and reworked in blender.
July-September Contest winner is Raul Ruiz with IPI Software BTS.
Congratulations!
Description from the author:
My main focus is the 3D cinematics between Maya/Unreal engine, IPI software is key to make my plans come to reality. If the license is granted I'll make sure to give it a good use, looking forward to produce a lot of things together.
I first time used iPi Software with Source 2 Sfm with my newest Hatsune Miku rig for source 2 engine with Cloth Simulation. I used 2 xbox 360 kinect and 3 ps move cams. Also I made tutorial for how to use iPi Soft with Valve’s new Source 2 Sfm. I hope it will helpful for who is going to use it. In future project I am looking for to make better tutorials with iPi software and made more better animations. Mocaped model is only Hatsune Miku.
My main focus is the 3D cinematics between Maya/Unreal engine, IPI software is key to make my plans come to reality. If the license is granted I'll make sure to give it a good use, looking forward to produce a lot of things together.
We are very pleased with the activity and diligence of our users. So we decided to award a main prize and two special prizes. And the winners are...
Jakub Machowski from The end of the Sun Team with Adventure game set in the Slavic world (the Pro license), German Aleksejkov with the DOOM - Hellwalker (the Basic license) and Petr Adam with the Spy's balls (the Basic license) .
Our congratulations!
The main prize:
Description from the author:
We made all characters animations with your software (already bought 3 months subscription) but we are small team and it would be amazing to win 1 year subscription to make animations better :)
On the end of video we also show some of our mocap Records :)
The special prize 1:
Description from the author:
Hello, we created a video in the SFM where 90% of the animation is done in iPi software.
Description from the author:
In creating the first series, we used 2 kinect v1 aka 360. But we were not happy with the result of their work and therefore purchased 6 PS3 Eye cameras. We are very pleased with the result of their work and you can see them in action in the second series of our mini-series and in our backstage video. Thanks for the awesome magic from iPi ! And for the opportunity to participate in the competition!
Behind The Scenes:
The special prize 2:
Description from the author:
-I used the only Kinect from Xbox 360 console and key animations. Sometimes I had to edit mocap animation myself in Source Filmmaker because I added for example some weapon in somebody's hands and that weapon went through textures so I had to move those hands quite back. (Like Wrench in Engineer's hand in behind the scenes video) -I animated this video for 115 hours of pure animation. I tried to create easy but excellent story with great animation. -There are 132 cuts; 249 sounds; 84 created cameras; 55 models; 8 particle effects.