<?xml version="1.0"?>
<?xml-stylesheet type="text/css" href="https://wiki.ipisoft.com/skins/common/feed.css?303"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>https://wiki.ipisoft.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mini</id>
		<title>iPiSoft Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://wiki.ipisoft.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mini"/>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Special:Contributions/Mini"/>
		<updated>2026-07-07T12:54:27Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.18.5</generator>

	<entry>
		<id>https://wiki.ipisoft.com/Animation_export_and_motion_transfer</id>
		<title>Animation export and motion transfer</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Animation_export_and_motion_transfer"/>
				<updated>2014-02-15T20:52:10Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: /* Blender */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Use “File-&amp;gt;Export Animation” menu item to export all animation frames from within Region of Interest. &lt;br /&gt;
&lt;br /&gt;
To export animation for specific take, right-click on take and select “Export Animation” item from pop-up menu. &lt;br /&gt;
&lt;br /&gt;
=== Default iPi Character Rig ===&lt;br /&gt;
&lt;br /&gt;
The default skeleton in iPi Studio is optimized for markerless motion capture. It may or may not be suitable as a skeleton for your character. Default iPi skeleton in T-pose has non-zero rotations for all joints. Please note that default iPi skeleton with zero rotations does not represent a meaningful pose and looks like a random pile of bones. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:default_rig.jpg|thumb|350px|Default rig]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:default_rig_with_names.png|thumb|350px|Bone names]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By default iPi Studio exports a T-pose (or a reasonable default pose for custom rig after motion transfer) in the first frame of animation. In case when it is not desired switch off &amp;quot;Export T-pose in first frame&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
=== Motion Transfer and Custom Rigs ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio has integrated motion transfer technology. You can import your character into iPi Studio via “File-&amp;gt;Import Target Character” menu item and your motion will be transferred to your character. You may need to assign bone mappings on the “Export” tab for motion transfer to work correctly. You can save your motion transfer profile to XML file for future use. iPi Studio has pre-configured motion transfer profiles for many popular rigs (see below). If you export animation to format different from format your target character was imported in, only rig will be exported. If you use the same format for export, skin will be exported as well.&lt;br /&gt;
&lt;br /&gt;
=== MotionBuilder ===&lt;br /&gt;
&lt;br /&gt;
Use the “Export Animation for MotionBuilder” menu item to export your motion in MotionBuilder-friendly BVH format. MotionBuilder-friendly skeleton in T-pose has zero rotations for all joints, with bone names consistent with MotionBuilder conventions. This format may also be convenient for use with other apps like Blender. &lt;br /&gt;
&lt;br /&gt;
=== 3D MAX Biped ===&lt;br /&gt;
&lt;br /&gt;
Use the “Export Animation for 3D MAX” menu item to export your motion in 3D MAX-friendly BVH format. &lt;br /&gt;
&lt;br /&gt;
Create a Biped character in 3D MAX (“Create-&amp;gt;Systems-&amp;gt;Biped”). Go to “Motion” tab. Click “Motion Capture” button and import your BVH file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step1.png|thumb|400px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step2.png|thumb|300px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step3.png|thumb|500px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step4.png|thumb|200px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our user '''Cra0kalo''' created an example [http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;t=4928 Valve Biped rig for use with 3D MAX]. It may be useful if you work with Valve Source Engine characters.&lt;br /&gt;
&lt;br /&gt;
=== Maya ===&lt;br /&gt;
&lt;br /&gt;
Latest versions of Maya (starting with Maya 2011) have a powerful biped animation subsystem called &amp;quot;HumanIK&amp;quot;. Animations exported from iPiStudio in MotionBuilder-friendly format (the “Export Animation for MotionBuilder” menu item) should work fine with Maya 2011 and HumanIK. The following video tutorials can be helpful: &lt;br /&gt;
&lt;br /&gt;
* [http://vimeo.com/57823600 Maya HumanIK Mocap retarget with iPi Mocap Studio, by Wes McDermott]&lt;br /&gt;
* [http://www.youtube.com/watch?v=l1hV8BqsCEA Non-Destructive Live Retargeting — Maya 2011 New Features]&lt;br /&gt;
* [http://vimeo.com/24351989 Motion Capture Workflow With Maya 2011]&lt;br /&gt;
* [http://www.youtube.com/watch?v=IP6AwFNkmm8 Humanik Maya 2012 Part 6]&lt;br /&gt;
&lt;br /&gt;
For older versions of Maya please see the [[#Motion Transfer and Custom Rigs]] section. Recommended format for import/export with older versions of Maya is FBX.&lt;br /&gt;
&lt;br /&gt;
=== FBX ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports FBX format for import/export of animations and characters. By default, iPiStudio exports animations in FBX 6.0 format using FBX SDK 2012. If your target character is in FBX 7.0 or newer format, iPiStudio will export retargeted animation in FBX 2012 format. &lt;br /&gt;
&lt;br /&gt;
Some applications do not use latest FBX SDK and may have problems importing newer version FBX files. In case of problems, your can use Autodesk's free [http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;amp;id=10775855 FBX Converter] to convert your animation file to appropriate FBX version. &lt;br /&gt;
&lt;br /&gt;
=== COLLADA ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports [http://collada.org COLLADA] format for import/export of animations and characters. Current version of iPi Studio exports COLLADA animations as matrices. In case if you encounter incompatibilities with other applications' implementation of COLLADA format, we recommend using Autodesk's free [http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;amp;id=10775855 FBX Converter] to convert your data between FBX and COLLADA formats. FBX is known to be more universally supported in many 3D graphics packages. &lt;br /&gt;
&lt;br /&gt;
=== LightWave ===&lt;br /&gt;
&lt;br /&gt;
Recommended format for importing target characters from LightWave to iPi Studio is FBX. Recommended format for bringing animations from iPi Studio to LightWave is BVH or FBX. &lt;br /&gt;
&lt;br /&gt;
=== SoftImage|XSI ===&lt;br /&gt;
&lt;br /&gt;
Our user Eric Cosky published a tutorial on using iPiStudio with SoftImage|XSI:&lt;br /&gt;
&lt;br /&gt;
http://www.ipisoft.com/forum/viewtopic.php?f=13&amp;amp;p=9660#p9660&lt;br /&gt;
&lt;br /&gt;
=== Poser ===&lt;br /&gt;
&lt;br /&gt;
Export your poser character in T-pose in BVH format (File-&amp;gt;Export). Import your Poser character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your Poser character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for Poser.&lt;br /&gt;
&lt;br /&gt;
Poser 8 has a bug with incorrect wrists animation import. The bug can be reproduced as follows: export Poser 8 character in T-pose in BVH format; import your character back into Poser 8; note how wrists are twisted unnaturally as the result. &lt;br /&gt;
&lt;br /&gt;
A workaround for wrists bug is to chop off wrists from your Poser 8 skeleton (for instance using BVHacker) before importing Poser 8 target character into iPi Studio. Missing wrists should not cause any problems during motion transfer in iPi Studio if your BVH file is edited correctly. Poser will ignore missing wrists when importing resulting motion so the resulting motion will look right in Poser (wrists in default pose as expected).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step1.png|thumb|400px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step2.png|thumb|400px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step3.png|thumb|400px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step4.png|thumb|400px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== DAZ 3D ===&lt;br /&gt;
&lt;br /&gt;
The workflow for DAZ 3D is very similar to Poser. Import your DAZ 3D character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your DAZ 3D character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for DAZ 3D.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT''': You can use DAZ character in COLLADA (.dae) format for preview, but it is strongly recommended that you use DAZ character in BVH format for motion transfer. DAZ3D has a problem with COLLADA (.dae) format: DAZ3D Studio does not export all bones into COLLADA (.dae). In particular, the following bones are not exported: '''eyeBrow''', '''bodyMorphs'''. DAZ3D Studio does not use bone names when importing motions; instead, DAZ3D Studio just takes rotations from the list of angles as though it was a flat list with exactly the same positions as in DAZ3D internal skeleton. As the result, when you transfer the motion to a COLLADA character and import it back into DAZ3D, the motion will look wrong. iPiStudio displays a warning about this. To avoid this problem, import your DAZ target character in BVH format - DAZ3D Studio is known to export characters in BVH format correctly (with all bones).&lt;br /&gt;
&lt;br /&gt;
You can improve accuracy of motion transfer by doing some additional preparation of your DAZ 3D skeleton in BVH format. For DAZ 3D Michael 4.0 and similar characters, you may need to clamp thigh joint rotation to zero to avoid unnatural leg bending. For DAZ 3D Victoria 4.0, you may need to adjust foot joint rotation to change the default “high heels“ foot pose to a more natural foot pose. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step1.png|thumb|400px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step2.png|thumb|400px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step3.png|thumb|400px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step4.png|thumb|400px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step5.png|thumb|400px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== iClone ===&lt;br /&gt;
&lt;br /&gt;
Current version of iPi Studio can only export animation in iClone-compatible BVH format. The iMotion format is not supported as of yet. That means you will need iClone PRO to be able to import the motion into iClone. Standard and EX versions of iClone do not have BVH Converter and therefore cannot import BVH files. &lt;br /&gt;
&lt;br /&gt;
Workflow for iClone is straightforward. Export your animation using “Export Animation for iClone” menu item. Go to Animation tab in iClone and launch BVH Converter. Import your BVH file with Default profile, click “Convert” and save the resulting animation in iMotion format. Now your animation can be applied to iClone characters. &lt;br /&gt;
&lt;br /&gt;
iClone expects an animation sampled at 15 frames per seconds. For other frame rates, you may need to create a custom BVH Converter profile by copying Default profile and editing “Frame Rate” setting. &lt;br /&gt;
&lt;br /&gt;
BVH Converted in iClone 4 has a bug that causes distortion of legs animation. iPi Studio exports an iClone-optimized BVH correctly as can be verified by reviewing exported BVH motion in BVHacker or MotionBuilder or other third-party application. No workaround is known. We recommend that you contact iClone developers about this bug as it is out of control of iPi Soft.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step1.png|thumb|400px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step2.png|thumb|400px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step3.png|thumb|400px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step4.png|thumb|400px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step5.png|thumb|400px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Valve Source Engine SMD ===&lt;br /&gt;
&lt;br /&gt;
Import .smd file for your Valve Source Engine character into iPi Studio via “File-&amp;gt;Import Target Character” menu item. Your animation will be transferred to your character. Now you can use File-&amp;gt;Export Animation to export your animation in Valve Source Engine SMD format.&lt;br /&gt;
&lt;br /&gt;
Our user '''Cra0kalo''' created an example [http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;t=4928 Valve Biped rig for use with 3D MAX]. It may be useful if you wish to apply more then one capture through MotionBuilder or edit the custom keyframes in MAX.&lt;br /&gt;
&lt;br /&gt;
=== Valve Source Filmmaker ===&lt;br /&gt;
&lt;br /&gt;
==== DMX ====&lt;br /&gt;
&lt;br /&gt;
First, you need to import your character (or its skeleton) into iPi Mocap Studio, for motion transfer.&lt;br /&gt;
&lt;br /&gt;
There are currently 3 ways of doing this:&lt;br /&gt;
&lt;br /&gt;
# You can import an animation DMX (in default pose) into iPi Mocap Studio. Since it has a skeleton, it should be enough for motion transfer. To create an animation DMX with default pose, you can add your character to your scene in Source Filmmaker and export DMX for corresponding animation node:&lt;br /&gt;
#* open &amp;quot;Animation Set Editor Tab&amp;quot;;&lt;br /&gt;
#* click &amp;quot;+&amp;quot; -&amp;gt; &amp;quot;Create Animation Set for New Model&amp;quot;;&lt;br /&gt;
#* choose a model and click &amp;quot;Open&amp;quot;;&lt;br /&gt;
#* export animation for your model, in '''ASCII''' DMX format;&lt;br /&gt;
#*: ''There is a checkbox named '''Ascii''' in the top area of the export dialog.''&lt;br /&gt;
# Alternatively, you can just import an SMD file with your character into iPi Mocap Studio. For example, SMD files for all Team Fortress 2 characters can be found in your SDK in a location similar to the following (you need to have Source SDK installed): C:\Program Files (x86)\Steam\steamapps\&amp;lt;your steam name&amp;gt;\sourcesdk_content\tf\modelsrc\player\pyro\parts\smd\pyro_model.smd).&lt;br /&gt;
# If you created a custom character in Maya, you should be able to export it in DMX model fromat. (Please [https://developer.valvesoftware.com/wiki/Maya see Valve documentation] on how to do this).&lt;br /&gt;
&lt;br /&gt;
Then you can import your model DMX into iPi Mocap Studio. Current version of iPi Mocap Studio cannot display character skin, but it should display the skeleton. Skeleton should be enough for motion transfer.&lt;br /&gt;
&lt;br /&gt;
To export animation in DMX, you should just use &amp;quot;General...&amp;quot; export menu item in iPi Mocap Studio and choose DMX from the list of supported formats. You may also want to uncheck &amp;quot;Export T-pose in first frame&amp;quot; option on the &amp;quot;Export&amp;quot; tab in iPi Mocap Studio.&lt;br /&gt;
&lt;br /&gt;
Now you can import your animation into Source Filmmaker. There will be some warnings about missing channels for face bones but you can safely ignore them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_dmx_step1.png|thumb|400px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_dmx_step2.png|thumb|400px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_dmx_step3.png|thumb|400px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_dmx_step4.png|thumb|400px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_dmx_step5.png|thumb|400px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_dmx_step6.png|thumb|400px|Step 6]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Old way involving Maya ====&lt;br /&gt;
&lt;br /&gt;
This was used until [[iPi Mocap Studio]] got DMX support. And still may be useful in case of any troubles with DMX. Please see the following video tutorial series:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/playlist?list=PLD4409518E1F04270&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
iPiStudio can export animations in Blender-friendly BVH format. For latest versions of Blender, you can use the MotionBuilder-compatible BVH export option. For Blender version 2.59 or older you can use the &amp;quot;Blender 2.59 or older&amp;quot; export option.&lt;br /&gt;
&lt;br /&gt;
=== Cinema4D ===&lt;br /&gt;
&lt;br /&gt;
If you have experience with Cinema4D please help to expand this Wiki by posting Cinema4D import/export tips to [http://www.ipisoft.com/forum/viewforum.php?f=3 Community Tutorials] section of our user forum. &lt;br /&gt;
&lt;br /&gt;
=== Evolver ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports importing of skinned [http://www.evolver.com Evolver] characters in COLLADA or FBX format. Import your Evolver character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be retargeted to your Evolver character. Now you can use File-&amp;gt;Export Animation to export your animation.&lt;br /&gt;
&lt;br /&gt;
Evolver offers several different skeletons for Evolver characters. Here is an example motion transfer profile for Evolver &amp;quot;Gaming&amp;quot; skeleton: [http://www.ipisoft.com/downloads/motion_transfer_profiles/evolver_game.profile.xml evolver_game.profile.xml]&lt;br /&gt;
&lt;br /&gt;
[[File:Evolver_example.jpg|700px]]&lt;br /&gt;
&lt;br /&gt;
=== Second Life ===&lt;br /&gt;
&lt;br /&gt;
Import your Second Life character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your Second Life character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for Second Life.&lt;br /&gt;
&lt;br /&gt;
[http://wiki.secondlife.com/wiki/How_to_create_animations#Setting_up_Poser SecondLife documentation] contains a link to useful [http://static-secondlife-com.s3.amazonaws.com/downloads/avatar/avatar_mesh.zip SL avatar files]. The ZIP file includes a BVH of the &amp;quot;default pose&amp;quot;. Be sure to have that.&lt;br /&gt;
&lt;br /&gt;
See the discussion on our Forum for additional details: http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;p=7845&lt;br /&gt;
&lt;br /&gt;
=== Massive ===&lt;br /&gt;
&lt;br /&gt;
Please see our user forum for a discussion of animation import/export for [http://www.massivesoftware.com/ Massive]: &lt;br /&gt;
&lt;br /&gt;
http://ipisoft.com/forum/viewtopic.php?f=12&amp;amp;t=3233&lt;br /&gt;
&lt;br /&gt;
=== IKinema WebAnimate ===&lt;br /&gt;
&lt;br /&gt;
Please see the following video tutorial on how to use iPi Studio with [http://www.ikinema.com/webanimate IKinema WebAnimate]:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=a-yJ-O02SLU&lt;br /&gt;
&lt;br /&gt;
=== Jimmy|Rig Pro ===&lt;br /&gt;
&lt;br /&gt;
Please see the following video tutorial on how to use iPi Studio with [http://www.origamidigital.com/typolight/index.php/home.html Jimmy|Rig Pro]:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=wD1keDh3fCk&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/IPiStudio_System_Requirements</id>
		<title>IPiStudio System Requirements</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/IPiStudio_System_Requirements"/>
				<updated>2014-01-15T08:06:10Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: Redirected page to IPi Studio System Requirements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[IPi Studio System Requirements]]&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Troubleshooting</id>
		<title>Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Troubleshooting"/>
				<updated>2014-01-15T08:04:16Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Installation problems ===&lt;br /&gt;
&lt;br /&gt;
'''Potential problem:''' after installation, [[iPi Mocap Studio]] crashes on first start. &lt;br /&gt;
&lt;br /&gt;
'''Possible cause:''' very often, this is caused by incompatible video card. Another possible reason is broken .NET Framework installation or broken DirectX installation. &lt;br /&gt;
&lt;br /&gt;
'''Solution:''' check [[IPi Studio System Requirements | system requirements]] and make sure your operating system and .NET Framework is up to date.&lt;br /&gt;
* You can use [http://www.techpowerup.com/gpuz/ GPU-z] and [http://www.cpuid.com/softwares/cpu-z.html CPU-z] to detect exact version and features of your video card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:GPUz_example.gif|thumb|402px|]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Some systems (for example some laptops and older Mac Minis) have both integrated graphics and discrete graphics. You may need to disable integrated graphics when working with iPi Mocap Studio. To do this, please use tools offered by your discrete video card manufacturer (e.g. Nvidia or AMD).&lt;br /&gt;
&lt;br /&gt;
=== Two Kinects don't work together ===&lt;br /&gt;
&lt;br /&gt;
'''Potential problem:''' two Kinect sensors do not work togethter.&lt;br /&gt;
&lt;br /&gt;
'''Possible cause:''' Most probably, both Kinects were plugged into one USB controller. In this case 1 USB controller bandwidth is not enough to handle video from 2 Kinects.&lt;br /&gt;
&lt;br /&gt;
'''Solution:''' Each Kinect should be plugged into separate USB controller. Please refer to documentation [[User_Guide_for_Dual_Kinect_Sensor_Configuration#Software_Installation]]&lt;br /&gt;
&lt;br /&gt;
=== How to report bugs and issues ===&lt;br /&gt;
&lt;br /&gt;
When reporting bugs and issues, please specify the following info: &lt;br /&gt;
* exact version of your operating system;&lt;br /&gt;
* exact model of your video card (you can use [http://www.techpowerup.com/downloads/SysInfo/GPU-Z/ GPU-Z] to find out the model of your video card);&lt;br /&gt;
* the number and models of your cameras.&lt;br /&gt;
You can post your bug reports on our [http://www.ipisoft.com/forum/ User Forum] or send them to iPiSoft tech support email.&lt;br /&gt;
&lt;br /&gt;
=== How to send a video to iPiSoft tech support ===&lt;br /&gt;
&lt;br /&gt;
Sending your videos to iPiSoft tech support can be helpful if you experience a problem with iPiSoft's system. iPiSoft promises to use your video only for debugging and not to disclose it to third parties. &lt;br /&gt;
&lt;br /&gt;
To send a video, please upload it to some file sharing server like [http://www.filefactory.com/ filefactory.com] and send us the link. The other way is [[Huge Files Sharing Using uTorrent|using peer-to-peer technology]].&lt;br /&gt;
&lt;br /&gt;
If you cannot send a video because of its huge size, consider sending screenshots. Screenshots are less informative then video but still they are helpful for diagnosing various problems with tracking.&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/IPi_Mocap_Studio_System_Requirements</id>
		<title>IPi Mocap Studio System Requirements</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/IPi_Mocap_Studio_System_Requirements"/>
				<updated>2014-01-09T18:35:35Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Computer (desktop or laptop):&lt;br /&gt;
** ''CPU:'' x86 compatible (Intel Pentium 4 or higher, AMD Athlon or higher), dual- or quad- core is preferable&lt;br /&gt;
** ''Operating system:'' Windows 8, 7, XP SP3, Vista (x86 or x64)&lt;br /&gt;
** ''Video card:'' Direct3D 10-capable (Shader Model 4.0) gaming-class graphics card&lt;br /&gt;
*** '''Intel integrated graphics is not supported'''&lt;br /&gt;
*** for more info see [[Cameras and accessories#Video_Card]]&lt;br /&gt;
*** You can use [http://www.techpowerup.com/gpuz/ GPU-z] and [http://www.cpuid.com/softwares/cpu-z.html CPU-z] to detect exact version and features of your video card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:GPUz_example.gif|thumb|402px|]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/IPi_Mocap_Studio_System_Requirements</id>
		<title>IPi Mocap Studio System Requirements</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/IPi_Mocap_Studio_System_Requirements"/>
				<updated>2014-01-09T18:35:16Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Computer (desktop or laptop):&lt;br /&gt;
** ''CPU:'' x86 compatible (Intel Pentium 4 or higher, AMD Athlon or higher), dual- or quad- core is preferable&lt;br /&gt;
** ''Operating system:'' Windows 8, 7, XP SP3, Vista (x86 or x64)&lt;br /&gt;
** ''Video card:'' Direct3D 10-capable (Shader Model 4.0) gaming-class graphics card&lt;br /&gt;
*** '''Intel integrated graphics is not supported'''&lt;br /&gt;
*** for more info see [[Cameras and accessories#Video_Card]]&lt;br /&gt;
*** You can use [http://www.techpowerup.com/gpuz/ GPU-z] and [http://www.cpuid.com/softwares/cpu-z.html CPU-z] to detect exact version and features on your video card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:GPUz_example.gif|thumb|402px|]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Troubleshooting</id>
		<title>Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Troubleshooting"/>
				<updated>2014-01-09T18:34:03Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Installation problems ===&lt;br /&gt;
&lt;br /&gt;
'''Potential problem:''' after installation, [[iPi Mocap Studio]] crashes on first start. &lt;br /&gt;
&lt;br /&gt;
'''Possible cause:''' very often, this is caused by incompatible video card. Another possible reason is broken .NET Framework installation or broken DirectX installation. &lt;br /&gt;
&lt;br /&gt;
'''Solution:''' check [[IPiStudio System Requirements | system requirements]] and make sure your operating system and .NET Framework is up to date.&lt;br /&gt;
* You can use [http://www.techpowerup.com/gpuz/ GPU-z] and [http://www.cpuid.com/softwares/cpu-z.html CPU-z] to detect exact version and features of your video card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:GPUz_example.gif|thumb|402px|]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Some systems (for example some laptops and older Mac Minis) have both integrated graphics and discrete graphics. You may need to disable integrated graphics when working with iPi Mocap Studio. To do this, please use tools offered by your discrete video card manufacturer (e.g. Nvidia or AMD).&lt;br /&gt;
&lt;br /&gt;
=== Two Kinects don't work together ===&lt;br /&gt;
&lt;br /&gt;
'''Potential problem:''' two Kinect sensors do not work togethter.&lt;br /&gt;
&lt;br /&gt;
'''Possible cause:''' Most probably, both Kinects were plugged into one USB controller. In this case 1 USB controller bandwidth is not enough to handle video from 2 Kinects.&lt;br /&gt;
&lt;br /&gt;
'''Solution:''' Each Kinect should be plugged into separate USB controller. Please refer to documentation [[User_Guide_for_Dual_Kinect_Sensor_Configuration#Software_Installation]]&lt;br /&gt;
&lt;br /&gt;
=== How to report bugs and issues ===&lt;br /&gt;
&lt;br /&gt;
When reporting bugs and issues, please specify the following info: &lt;br /&gt;
* exact version of your operating system;&lt;br /&gt;
* exact model of your video card (you can use [http://www.techpowerup.com/downloads/SysInfo/GPU-Z/ GPU-Z] to find out the model of your video card);&lt;br /&gt;
* the number and models of your cameras.&lt;br /&gt;
You can post your bug reports on our [http://www.ipisoft.com/forum/ User Forum] or send them to iPiSoft tech support email.&lt;br /&gt;
&lt;br /&gt;
=== How to send a video to iPiSoft tech support ===&lt;br /&gt;
&lt;br /&gt;
Sending your videos to iPiSoft tech support can be helpful if you experience a problem with iPiSoft's system. iPiSoft promises to use your video only for debugging and not to disclose it to third parties. &lt;br /&gt;
&lt;br /&gt;
To send a video, please upload it to some file sharing server like [http://www.filefactory.com/ filefactory.com] and send us the link. The other way is [[Huge Files Sharing Using uTorrent|using peer-to-peer technology]].&lt;br /&gt;
&lt;br /&gt;
If you cannot send a video because of its huge size, consider sending screenshots. Screenshots are less informative then video but still they are helpful for diagnosing various problems with tracking.&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Troubleshooting</id>
		<title>Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Troubleshooting"/>
				<updated>2014-01-09T18:33:24Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Installation problems ===&lt;br /&gt;
&lt;br /&gt;
'''Potential problem:''' after installation, [[iPi Mocap Studio]] crashes on first start. &lt;br /&gt;
&lt;br /&gt;
'''Possible cause:''' very often, this is caused by incompatible video card. Another possible reason is broken .NET Framework installation or broken DirectX installation. &lt;br /&gt;
&lt;br /&gt;
'''Solution:''' check [[IPiStudio System Requirements | system requirements]] and make sure your operating system and .NET Framework is up to date.&lt;br /&gt;
* You can use [http://www.techpowerup.com/gpuz/ GPU-z] and [http://www.cpuid.com/softwares/cpu-z.html CPU-z] to detect exact version and features of your video card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:GPUz_example.gif|thumb|402px|]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Some systems (for example some laptops and older Mac Minis) have both integrated graphics and discrete graphics. You may need to disable integrated graphics when working with iPi Mocap Studio. To do this, please use tools offered by your discrete GPU video card manufacturer (e.g. Nvidia or AMD).&lt;br /&gt;
&lt;br /&gt;
=== Two Kinects don't work together ===&lt;br /&gt;
&lt;br /&gt;
'''Potential problem:''' two Kinect sensors do not work togethter.&lt;br /&gt;
&lt;br /&gt;
'''Possible cause:''' Most probably, both Kinects were plugged into one USB controller. In this case 1 USB controller bandwidth is not enough to handle video from 2 Kinects.&lt;br /&gt;
&lt;br /&gt;
'''Solution:''' Each Kinect should be plugged into separate USB controller. Please refer to documentation [[User_Guide_for_Dual_Kinect_Sensor_Configuration#Software_Installation]]&lt;br /&gt;
&lt;br /&gt;
=== How to report bugs and issues ===&lt;br /&gt;
&lt;br /&gt;
When reporting bugs and issues, please specify the following info: &lt;br /&gt;
* exact version of your operating system;&lt;br /&gt;
* exact model of your video card (you can use [http://www.techpowerup.com/downloads/SysInfo/GPU-Z/ GPU-Z] to find out the model of your video card);&lt;br /&gt;
* the number and models of your cameras.&lt;br /&gt;
You can post your bug reports on our [http://www.ipisoft.com/forum/ User Forum] or send them to iPiSoft tech support email.&lt;br /&gt;
&lt;br /&gt;
=== How to send a video to iPiSoft tech support ===&lt;br /&gt;
&lt;br /&gt;
Sending your videos to iPiSoft tech support can be helpful if you experience a problem with iPiSoft's system. iPiSoft promises to use your video only for debugging and not to disclose it to third parties. &lt;br /&gt;
&lt;br /&gt;
To send a video, please upload it to some file sharing server like [http://www.filefactory.com/ filefactory.com] and send us the link. The other way is [[Huge Files Sharing Using uTorrent|using peer-to-peer technology]].&lt;br /&gt;
&lt;br /&gt;
If you cannot send a video because of its huge size, consider sending screenshots. Screenshots are less informative then video but still they are helpful for diagnosing various problems with tracking.&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Troubleshooting</id>
		<title>Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Troubleshooting"/>
				<updated>2014-01-09T18:32:08Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: /* Installation problems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Installation problems ===&lt;br /&gt;
&lt;br /&gt;
'''Potential problem:''' after installation, [[iPi Mocap Studio]] crashes on first start. &lt;br /&gt;
&lt;br /&gt;
'''Possible cause:''' very often, this is caused by incompatible video card. Another possible reason is broken .NET Framework installation or broken DirectX installation. &lt;br /&gt;
&lt;br /&gt;
'''Solution:''' check [[IPiStudio System Requirements | system requirements]] and make sure your operating system and .NET Framework is up to date.&lt;br /&gt;
* You can use [http://www.techpowerup.com/gpuz/ GPU-z] and [http://www.cpuid.com/softwares/cpu-z.html CPU-z] to detect exact version and features of your video card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:GPUz_example.gif|thumb|402px|]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Some systems (for example laptops, Mac Mini, MS Surface) have both integrated graphics and discrete graphics. You may need to disable integrated graphics when working with iPi Mocap Studio. To do this, please use tools offered by your discrete GPU video card manufacturer (e.g. Nvidia or AMD).&lt;br /&gt;
&lt;br /&gt;
=== Two Kinects don't work together ===&lt;br /&gt;
&lt;br /&gt;
'''Potential problem:''' two Kinect sensors do not work togethter.&lt;br /&gt;
&lt;br /&gt;
'''Possible cause:''' Most probably, both Kinects were plugged into one USB controller. In this case 1 USB controller bandwidth is not enough to handle video from 2 Kinects.&lt;br /&gt;
&lt;br /&gt;
'''Solution:''' Each Kinect should be plugged into separate USB controller. Please refer to documentation [[User_Guide_for_Dual_Kinect_Sensor_Configuration#Software_Installation]]&lt;br /&gt;
&lt;br /&gt;
=== How to report bugs and issues ===&lt;br /&gt;
&lt;br /&gt;
When reporting bugs and issues, please specify the following info: &lt;br /&gt;
* exact version of your operating system;&lt;br /&gt;
* exact model of your video card (you can use [http://www.techpowerup.com/downloads/SysInfo/GPU-Z/ GPU-Z] to find out the model of your video card);&lt;br /&gt;
* the number and models of your cameras.&lt;br /&gt;
You can post your bug reports on our [http://www.ipisoft.com/forum/ User Forum] or send them to iPiSoft tech support email.&lt;br /&gt;
&lt;br /&gt;
=== How to send a video to iPiSoft tech support ===&lt;br /&gt;
&lt;br /&gt;
Sending your videos to iPiSoft tech support can be helpful if you experience a problem with iPiSoft's system. iPiSoft promises to use your video only for debugging and not to disclose it to third parties. &lt;br /&gt;
&lt;br /&gt;
To send a video, please upload it to some file sharing server like [http://www.filefactory.com/ filefactory.com] and send us the link. The other way is [[Huge Files Sharing Using uTorrent|using peer-to-peer technology]].&lt;br /&gt;
&lt;br /&gt;
If you cannot send a video because of its huge size, consider sending screenshots. Screenshots are less informative then video but still they are helpful for diagnosing various problems with tracking.&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Troubleshooting</id>
		<title>Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Troubleshooting"/>
				<updated>2014-01-09T18:26:13Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Installation problems ===&lt;br /&gt;
&lt;br /&gt;
'''Potential problem:''' after installation, [[iPi Mocap Studio]] crashes on first start. &lt;br /&gt;
&lt;br /&gt;
'''Possible cause:''' very often, this is caused by incompatible video card. Another possible reason is broken .NET Framework installation or broken DirectX installation. &lt;br /&gt;
&lt;br /&gt;
'''Solution:''' check [[IPiStudio System Requirements | system requirements]] and make sure your operating system and .NET Framework is up to date.&lt;br /&gt;
* You can use [http://www.techpowerup.com/gpuz/ GPU-z] and [http://www.cpuid.com/softwares/cpu-z.html CPU-z] to detect exact version and features on your video card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:GPUz_example.gif|thumb|402px|]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Two Kinects don't work together ===&lt;br /&gt;
&lt;br /&gt;
'''Potential problem:''' two Kinect sensors do not work togethter.&lt;br /&gt;
&lt;br /&gt;
'''Possible cause:''' Most probably, both Kinects were plugged into one USB controller. In this case 1 USB controller bandwidth is not enough to handle video from 2 Kinects.&lt;br /&gt;
&lt;br /&gt;
'''Solution:''' Each Kinect should be plugged into separate USB controller. Please refer to documentation [[User_Guide_for_Dual_Kinect_Sensor_Configuration#Software_Installation]]&lt;br /&gt;
&lt;br /&gt;
=== How to report bugs and issues ===&lt;br /&gt;
&lt;br /&gt;
When reporting bugs and issues, please specify the following info: &lt;br /&gt;
* exact version of your operating system;&lt;br /&gt;
* exact model of your video card (you can use [http://www.techpowerup.com/downloads/SysInfo/GPU-Z/ GPU-Z] to find out the model of your video card);&lt;br /&gt;
* the number and models of your cameras.&lt;br /&gt;
You can post your bug reports on our [http://www.ipisoft.com/forum/ User Forum] or send them to iPiSoft tech support email.&lt;br /&gt;
&lt;br /&gt;
=== How to send a video to iPiSoft tech support ===&lt;br /&gt;
&lt;br /&gt;
Sending your videos to iPiSoft tech support can be helpful if you experience a problem with iPiSoft's system. iPiSoft promises to use your video only for debugging and not to disclose it to third parties. &lt;br /&gt;
&lt;br /&gt;
To send a video, please upload it to some file sharing server like [http://www.filefactory.com/ filefactory.com] and send us the link. The other way is [[Huge Files Sharing Using uTorrent|using peer-to-peer technology]].&lt;br /&gt;
&lt;br /&gt;
If you cannot send a video because of its huge size, consider sending screenshots. Screenshots are less informative then video but still they are helpful for diagnosing various problems with tracking.&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/File:GPUz_example.gif</id>
		<title>File:GPUz example.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/File:GPUz_example.gif"/>
				<updated>2014-01-09T18:25:02Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Troubleshooting</id>
		<title>Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Troubleshooting"/>
				<updated>2014-01-09T18:21:53Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: /* Installation problems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Installation problems ===&lt;br /&gt;
&lt;br /&gt;
'''Potential problem:''' after installation, [[iPi Mocap Studio]] crashes on first start. &lt;br /&gt;
&lt;br /&gt;
'''Possible cause:''' very often, this is caused by incompatible video card. Another possible reason is broken .NET Framework installation or broken DirectX installation. &lt;br /&gt;
&lt;br /&gt;
'''Solution:''' check [[IPiStudio System Requirements | system requirements]] and make sure your operating system and .NET Framework is up to date.&lt;br /&gt;
* You can use [http://www.techpowerup.com/gpuz/ GPU-z] and [http://www.cpuid.com/softwares/cpu-z.html CPU-z] to detect exact version and features on your video card.&lt;br /&gt;
&lt;br /&gt;
=== Two Kinects don't work together ===&lt;br /&gt;
&lt;br /&gt;
'''Potential problem:''' two Kinect sensors do not work togethter.&lt;br /&gt;
&lt;br /&gt;
'''Possible cause:''' Most probably, both Kinects were plugged into one USB controller. In this case 1 USB controller bandwidth is not enough to handle video from 2 Kinects.&lt;br /&gt;
&lt;br /&gt;
'''Solution:''' Each Kinect should be plugged into separate USB controller. Please refer to documentation [[User_Guide_for_Dual_Kinect_Sensor_Configuration#Software_Installation]]&lt;br /&gt;
&lt;br /&gt;
=== How to report bugs and issues ===&lt;br /&gt;
&lt;br /&gt;
When reporting bugs and issues, please specify the following info: &lt;br /&gt;
* exact version of your operating system;&lt;br /&gt;
* exact model of your video card (you can use [http://www.techpowerup.com/downloads/SysInfo/GPU-Z/ GPU-Z] to find out the model of your video card);&lt;br /&gt;
* the number and models of your cameras.&lt;br /&gt;
You can post your bug reports on our [http://www.ipisoft.com/forum/ User Forum] or send them to iPiSoft tech support email.&lt;br /&gt;
&lt;br /&gt;
=== How to send a video to iPiSoft tech support ===&lt;br /&gt;
&lt;br /&gt;
Sending your videos to iPiSoft tech support can be helpful if you experience a problem with iPiSoft's system. iPiSoft promises to use your video only for debugging and not to disclose it to third parties. &lt;br /&gt;
&lt;br /&gt;
To send a video, please upload it to some file sharing server like [http://www.filefactory.com/ filefactory.com] and send us the link. The other way is [[Huge Files Sharing Using uTorrent|using peer-to-peer technology]].&lt;br /&gt;
&lt;br /&gt;
If you cannot send a video because of its huge size, consider sending screenshots. Screenshots are less informative then video but still they are helpful for diagnosing various problems with tracking.&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Main_Page</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Main_Page"/>
				<updated>2014-01-09T18:19:05Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Header --&amp;gt;&lt;br /&gt;
&amp;lt;table style=&amp;quot;width: 100%; margin:1em 0 0 0; background:none; border-spacing: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;width: 59%; border:1px solid #ddd; background:#f9f9f9; vertical-align:top; color:#000; padding:0.2em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;table border=0 style=&amp;quot;background:#f9f9f9; margin:.3em .5em; text-align:center&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=3&amp;gt;&amp;lt;div style=&amp;quot;font-size:122%; padding-bottom:.8em; padding-top:.3em&amp;quot;&amp;gt;'''iPi Motion Capture''' consists of two products:&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td rowspan=2&amp;gt;[[Image:R-256.png|96px|link=iPi Recorder]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;text-align:left; padding-left:.4em; padding-right:1.3em; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%;&amp;quot;&amp;gt;'''[[iPi Recorder|iPi RECORDER]]'''&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:95%; color:#444444;&amp;quot;&amp;gt;''free software for making records''&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td rowspan=2&amp;gt;[[Image:S-256.png|96px|link=iPi Mocap Studio]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;text-align:right; padding-left:1.3em; padding-right:.4em; vertical-align:bottom;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:95%; color:#444444;&amp;quot;&amp;gt;''paid software for processing records''&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%;&amp;quot;&amp;gt;'''[[iPi Mocap Studio|iPi MOCAP STUDIO]]'''&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=3&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:1.2em; font-size:95%; border:1px dashed #aaaaaa;&amp;quot;&amp;gt;[http://ipisoft.com/store Editions]&amp;amp;nbsp;([http://ipisoft.com/store/compare-editions compare])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[http://ipisoft.com/download '''Downloads''']&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[License|Licensing Policy]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 2%&amp;quot;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 39%; border:1px solid #F7D4C0; background:#FFFFF7; vertical-align:center; color:#000; padding:0.2em; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[http://ipisoft.com/gallery/ Gallery of Demo Videos]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[http://ipisoft.com/pr/iPi_Motion_Capture_Brochure.pdf Product Brochure]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[FAQ|Frequently Asked Questions]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;width:50%; height:1px; border-top:1px solid #BC967E; margin:0.7em;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[http://blog.ipisoft.com Monthly Competition: Win Standard License]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;width:50%; height:1px; border-top:1px solid #BC967E; margin:0.7em;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;span style=&amp;quot;color:#BC967E; font-size:110%&amp;quot;&amp;gt;f e a t u r e d &amp;amp;nbsp;&amp;amp;nbsp; a r t i c l e s :&amp;lt;/span&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Getting Started with Triple Depth Sensor Configuration|Triple Depth Sensor Conf.]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Batch Processing]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Multiple GPUs]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Troubleshooting]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;font color=&amp;quot;#444444&amp;quot;&amp;gt;'''Possible Configurations:'''&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- General --&amp;gt;&lt;br /&gt;
&amp;lt;table style=&amp;quot;width: 100%; margin:1em 0 0 0; background:none; border-spacing: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;width: 49%; border:1px solid #cef2e0; background:#f5fffa; vertical-align:top; color:#000; padding:0.2em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!-- Single Kinect --&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;mp-tfa-h2&amp;quot; style=&amp;quot;margin:3px 3px 12px 3px; background:#cef2e0; font-size:120%; font-weight:bold; border:1px solid #a3bfb1; text-align:center; color:#000; padding:0.2em 0.4em;&amp;quot;&amp;gt;Single Depth Sensor Configuration&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:Kinect-small.png|150px|link=User Guide for Single Depth Sensor Configuration]]&amp;lt;/center&amp;gt;&lt;br /&gt;
''&amp;lt;p style=&amp;quot;font-size:95%; color:#444444; padding-left:0.4em; padding-right:0.4em; text-align:justify; margin:3px;&amp;quot;&amp;gt;iPi Soft uses its own tracking algorithms that give much better accuracy than other [http://en.wikipedia.org/wiki/Kinect Kinect]/[http://www.asus.com/Multimedia/Motion_Sensor/Xtion_PRO_LIVE Xtion]/[http://www.primesense.com/get-your-sensor2/ Carmine]-based mocaps available in the market. This configuration is very easy to use, as it does not require calibration. For those who haven't had experience with mocap systems before, it is a good option to start from.&amp;lt;/p&amp;gt;''&lt;br /&gt;
* [[Quick Start Guide for Single Depth Sensor Configuration|Quick Start Guide]]&lt;br /&gt;
* [[User Guide for Single Depth Sensor Configuration|User Guide]]&lt;br /&gt;
* [[Sample video and project (single depth sensor)|Sample video and project]]&lt;br /&gt;
* &amp;lt;font size=&amp;quot;-2&amp;quot;&amp;gt;[[iPi Recorder System Requirments for iPi MoCap with Single Depth Sensor|System Requirements for Recording]]&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font size=&amp;quot;-2&amp;quot;&amp;gt;[[iPi Studio System Requirements|System Requirements for Processing]]&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;margin:8px 3px; font-size:95%; border:1px dashed #a3bfb1; text-align:right; color:#006600; padding:0.2em 0.4em;&amp;quot;&amp;gt;'''Editions:''' [http://ipisoft.com/software/express-edition Express], [http://ipisoft.com/software/basic-edition Basic], [http://ipisoft.com/software/standard-edition Standard]  '''[[Editions Comparison|(?)]]'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;width: 2%&amp;quot;&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;width: 49% ; height:100%; border:1px solid #cedff2; background:#f5faff; vertical-align:top; color:#000; padding:0.2em &amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!-- Dual Kinect --&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;mp-tfa-h2&amp;quot; style=&amp;quot;margin:3px 3px 12px 3px; background:#cedff2; font-size:120%; font-weight:bold; border:1px solid #a3b0bf; text-align:center; color:#000; padding:0.2em 0.4em&amp;quot;&amp;gt;Dual Depth Sensor Configuration&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:Kinect-small.png|130px|link=User Guide for Dual Depth Sensor Configuration]]&amp;amp;nbsp;&amp;amp;nbsp; [[Image:Kinect-small.png|130px|link=User Guide for Dual Depth Sensor Configuration]]&amp;lt;/center&amp;gt;&lt;br /&gt;
''&amp;lt;p style=&amp;quot;font-size:95%; color:#444444; padding-left:0.4em; padding-right:0.4em; text-align:justify; margin:15px 3px;&amp;quot;&amp;gt;Dual-[http://en.wikipedia.org/wiki/Kinect Kinect]/[http://www.asus.com/Multimedia/Motion_Sensor/Xtion_PRO_LIVE Xtion]/[http://www.primesense.com/get-your-sensor2/ Carmine] configuration combines ease of use and flexibility of a single Kinect/Xtion/Carmine with power of multi-camera system. With two Microsoft Kinects, or ASUS Xtions, or PrimeSense Carmines animators can accurately capture complex motions including 360-degrees turns.&amp;lt;/p&amp;gt;''&lt;br /&gt;
* [[Quick Start Guide for Dual Depth Sensor Configuration|Quick Start Guide]]&lt;br /&gt;
* [[User Guide for Dual Depth Sensor Configuration|User Guide]]&lt;br /&gt;
* [[Sample video and project (dual depth sensor)|Sample video and project]]&lt;br /&gt;
* [http://nycppnews.com/2012/02/12/joe-herman-reviews-ipi-softs-markerless-motion-capture-system Review by Joe Herman]&lt;br /&gt;
* &amp;lt;font size=&amp;quot;-2&amp;quot;&amp;gt;[[iPi Recorder System Requirments for Two Depth Sensors|System Requirements for Recording]]&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font size=&amp;quot;-2&amp;quot;&amp;gt;[[iPi Studio System Requirements|System Requirements for Processing]]&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin:8px 3px; font-size:95%; border:1px dashed #a3bfb1; text-align:right; color:#000066; padding:0.2em 0.4em;&amp;quot;&amp;gt;'''Editions:''' [http://ipisoft.com/software/basic-edition Basic], [http://ipisoft.com/software/standard-edition Standard]  '''[[Editions Comparison|(?)]]''' &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;height:1em&amp;quot;&amp;gt;&amp;lt;td colspan=3&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td  style=&amp;quot;width: 49% ; height:100%; border:1px solid #ddcef2; background:#faf5ff; vertical-align:top; color:#000; padding:0.2em &amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!-- Multiple MS Eye --&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;mp-tfa-h2&amp;quot; style=&amp;quot;margin:3px 3px 12px 3px; background:#ddcef2; font-size:120%; font-weight:bold; border:1px solid #ddcef2; text-align:center; color:#000; padding:0.2em 0.4em&amp;quot;&amp;gt; Multiple PS Eye Cameras Configuration &amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:PSEye-small.png|80px|link=User Guide for Multiple PlayStation Eye Cameras Configuration]]&amp;amp;nbsp;&amp;amp;nbsp;[[Image:PSEye-small.png|80px|link=User Guide for Multiple PlayStation Eye Cameras Configuration]]&amp;amp;nbsp;&amp;amp;nbsp;[[Image:PSEye-small.png|80px|link=User Guide for Multiple PlayStation Eye Cameras Configuration]]&amp;lt;/center&amp;gt;&lt;br /&gt;
''&amp;lt;p style=&amp;quot;font-size:95%; color:#444444; padding-left:0.4em; padding-right:0.4em; text-align:justify; margin:15px 3px;&amp;quot;&amp;gt;[http://en.wikipedia.org/wiki/PlayStation_Eye Sony PS Eye] cameras are recommended as they give very good quality of video at up to 60 fps. Other cameras like webcams or DirectShow-compatible USB or FireWire cameras may be used but are not recommended. The configuration with 3 to 8 [http://en.wikipedia.org/wiki/PlayStation_Eye Sony PS Eye] cameras is the most powerful option. It allows you to track very complex motions in a big capture area (up to '''20 by 20 feet''' or '''7 by 7 meters''').&amp;lt;/p&amp;gt;''&lt;br /&gt;
* [[Quick Start Guide for Multiple PlayStation Eye Cameras Configuration|Quick Start Guide]]&lt;br /&gt;
* [[Cameras and accessories]]&lt;br /&gt;
* [[User Guide for Multiple PlayStation Eye Cameras Configuration|User Guide]]&lt;br /&gt;
* [[Sample_video_and_project_(four_PS_Eye)|Sample video and project]]&lt;br /&gt;
* &amp;lt;font size=&amp;quot;-2&amp;quot;&amp;gt;[[iPi Recorder System Requirements for Multiple PlayStation Eye Cameras System|System Requirements for Recording]]&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font size=&amp;quot;-2&amp;quot;&amp;gt;[[iPi Studio System Requirements|System Requirements for Processing]]&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin:8px 3px; font-size:95%; border:1px dashed #ddcef2; text-align:right; color:#330066; padding:0.2em 0.4em;&amp;quot;&amp;gt;'''Editions:''' [http://ipisoft.com/software/basic-edition Basic]  &amp;lt;font size=&amp;quot;-2&amp;quot;&amp;gt;(up to 4 cams)&amp;lt;/font&amp;gt;, [http://ipisoft.com/software/standard-edition Standard] &amp;lt;font size=&amp;quot;-2&amp;quot;&amp;gt;(up to 8 cams)&amp;lt;/font&amp;gt;  '''[[Editions Comparison|(?)]]'''&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;width: 2%&amp;quot;&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;width: 49%; border:1px solid #f2cee0; background:#fff5fa; vertical-align:top; color:#000; padding:0.2em&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;!-- Post processing --&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;mp-tfa-h2&amp;quot; style=&amp;quot;margin:3px 3px 12px 3px; background:#f2cee0; font-size:110%; font-weight:bold; border:1px solid #bfa3b1; text-align:center; color:#000; padding:0.2em 0.4em;&amp;quot;&amp;gt;Integrated Clean-Up and Motion Transfer&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:ipi-motion-transfer-small.png|180px|link=Animation export and motion transfer]]&amp;lt;/center&amp;gt;&lt;br /&gt;
''&amp;lt;p style=&amp;quot;font-size:95%; color:#444444; padding-left:0.4em; padding-right:0.4em; text-align:justify; margin:15px 3px;&amp;quot;&amp;gt;[[iPi Mocap Studio]] includes integrated animation clean-up and motion transfer. So you do not necessarily need expensive third-party software like [http://usa.autodesk.com/adsk/servlet/pc/index?id=13581855&amp;amp;siteID=123112 Motion Builder]. These tools are included in all [[Editions Comparison|editions]].&amp;lt;/p&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
* [[Clean-up]]&lt;br /&gt;
&lt;br /&gt;
* [[Animation export and motion transfer]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;font color=&amp;quot;#444444&amp;quot;&amp;gt;'''Advanced Features:'''&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width: 100%; margin:1em 0 0 0; background:none; border-spacing: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;!-- The first row --&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;width:30%; vertical-align:top; background:#fcfcfc; border:1px solid #ddd; padding:8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;!-- Multiple Actors --&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;border-bottom:1px solid #cacaca; background:white; font-size:120%; font-weight:500; text-align:center; color:#777777; padding:0.2em 0.4em; margin:-8px -8px 0px -8px;&amp;quot;&amp;gt;Multiple Actors&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;padding:0.8em;&amp;quot;&amp;gt;[[Image:multiple_actors_pic.png|link=Getting started with multiple actors]]&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Getting started with multiple actors|User Guide]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin:8px 3px 0px 3px; font-size:90%; border:1px dashed #cacaca; text-align:right; color:#777777; padding:0.2em 0.4em;&amp;quot;&amp;gt;'''Editions:''' [http://ipisoft.com/software/standard-edition Standard] &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;width:4%&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td style=&amp;quot;width:30%; vertical-align:top; background:#fcfcfc; border:1px solid #ddd; padding:8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;!-- Motion Controllers --&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;border-bottom:1px solid #cacaca; background:white; font-size:120%; font-weight:500; text-align:center; color:#777777; padding:0.2em 0.4em; margin:-8px -8px 0px -8px&amp;quot;&amp;gt;Motion Controllers&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;padding:0.8em;&amp;quot;&amp;gt;[[Image:motion_controllers_pic.png|link=Getting started with motion controllers]]&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Getting started with motion controllers|User Guide]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Using motion controller for head tracking|Using for Head Tracking]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Motion in Joy Installation|Motion in Joy]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin:8px 3px 0px 3px; font-size:90%; border:1px dashed #cacaca; text-align:right; color:#777777; padding:0.2em 0.4em;&amp;quot;&amp;gt;'''Editions:''' [http://ipisoft.com/store All] &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;width:4%&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td style=&amp;quot;width:30%; vertical-align:top; background:#fcfcfc; border:1px solid #ddd; padding:8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;!-- Keyframing --&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;border-bottom:1px solid #cacaca; background:white; font-size:120%; font-weight:500; text-align:center; color:#777777; padding:0.2em 0.4em; margin:-8px -8px 0px -8px&amp;quot;&amp;gt;Keyframing&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;padding:0.8em;&amp;quot;&amp;gt;[[Image:keyframing_pic.png|link=Getting started with hand keyframing]]&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Getting started with hand keyframing|User Guide]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin:8px 3px 0px 3px; font-size:90%; border:1px dashed #cacaca; text-align:right; color:#777777; padding:0.2em 0.4em;&amp;quot;&amp;gt;'''Editions:''' [http://ipisoft.com/store All] &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;!-- Separator --&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;5&amp;quot; style=&amp;quot;height:1.5em;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;!-- The second row --&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;width:30%; vertical-align:top; background:#fcfcfc; border:1px solid #ddd; padding:8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;!-- Multiple GPUs --&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;border-bottom:1px solid #cacaca; background:white; font-size:120%; font-weight:500; text-align:center; color:#777777; padding:0.2em 0.4em; margin:-8px -8px 0px -8px;&amp;quot;&amp;gt;Multiple GPUs&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;padding:0.8em;&amp;quot;&amp;gt;[[Image:multiple_gpus_pic.png|link=Multiple GPUs]]&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Multiple GPUs|User Guide]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin:8px 3px 0px 3px; font-size:90%; border:1px dashed #cacaca; text-align:right; color:#777777; padding:0.2em 0.4em;&amp;quot;&amp;gt;'''Editions:''' [http://ipisoft.com/software/standard-edition Standard] &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;width:4%&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td style=&amp;quot;width:30%; vertical-align:top; background:#fcfcfc; border:1px solid #ddd; padding:8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;!-- Batch Processing --&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;border-bottom:1px solid #cacaca;background:white; font-size:120%; font-weight:500; text-align:center; color:#777777; padding:0.2em 0.4em; margin:-8px -8px 0px -8px;&amp;quot;&amp;gt;Batch Processing&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;padding:0.8em;&amp;quot;&amp;gt;[[Image:batch_pic.png|link=Batch Processing]]&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Batch Processing|User Guide]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin:8px 3px 0px 3px; font-size:90%; border:1px dashed #cacaca; text-align:right; color:#777777; padding:0.2em 0.4em;&amp;quot;&amp;gt;'''Editions:''' [http://ipisoft.com/software/standard-edition Standard] &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;width:4%&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td style=&amp;quot;width:30%; vertical-align:top; background:#fcfcfc; border:1px solid #ddd; padding:8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;!-- Audio Recording --&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;border-bottom:1px solid #cacaca; background:white; font-size:120%; font-weight:500; text-align:center; color:#777777; padding:0.2em 0.4em; margin:-8px -8px 0px -8px&amp;quot;&amp;gt;Audio Recording&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;padding:0.8em;&amp;quot;&amp;gt;[[Image:audio_recording_pic.png|link=Audio Recording]]&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.1em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Audio Recording|User Guide]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin:8px 3px 0px 3px; font-size:90%; border:1px dashed #cacaca; text-align:right; color:#777777; padding:0.2em 0.4em;&amp;quot;&amp;gt;'''Editions:''' [http://ipisoft.com/store All] &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;-2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;font color=&amp;quot;#444444&amp;quot;&amp;gt;'''Printable Documentation'''&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[User Guide for Single Depth Sensor Configuration (printable version)]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[User Guide for Dual Depth Sensor Configuration (printable version)]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[User Guide for Multiple PlayStation Eye Cameras Configuration (printable version)]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ __NOEDITSECTION__ __NOTITLE__&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/IPi_Mocap_Studio_System_Requirements</id>
		<title>IPi Mocap Studio System Requirements</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/IPi_Mocap_Studio_System_Requirements"/>
				<updated>2014-01-09T18:16:11Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Computer (desktop or laptop):&lt;br /&gt;
** ''CPU:'' x86 compatible (Intel Pentium 4 or higher, AMD Athlon or higher), dual- or quad- core is preferable&lt;br /&gt;
** ''Operating system:'' Windows 8, 7, XP SP3, Vista (x86 or x64)&lt;br /&gt;
** ''Video card:'' Direct3D 10-capable (Shader Model 4.0) gaming-class graphics card&lt;br /&gt;
*** '''Intel integrated graphics is not supported'''&lt;br /&gt;
*** for more info see [[Cameras and accessories#Video_Card]]&lt;br /&gt;
*** You can use [http://www.techpowerup.com/gpuz/ GPU-z] and [http://www.cpuid.com/softwares/cpu-z.html CPU-z] to detect exact version and features on your video card.&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Multiple_GPUs</id>
		<title>Multiple GPUs</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Multiple_GPUs"/>
				<updated>2013-06-27T15:48:42Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: /* Introduction to Multiple GPUs in iPi Mocap Studio */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Multiple GPUs in iPi Mocap Studio =&lt;br /&gt;
&lt;br /&gt;
== Introduction to Multiple GPUs in iPi Mocap Studio ==&lt;br /&gt;
Starting with version 2.4, you can use multiple GPUs to speed up tracking in iPi Mocap Studio.&lt;br /&gt;
You should be aware of the following limitations:&lt;br /&gt;
* You can use only 1, 2 or 4 GPUs inside one PC. Other configurations (for example, 3 GPUs) are not supported.&lt;br /&gt;
* Currently we recommend using only single-GPU video cards (e.g. NVidia GTX 780). iPi Soft never tested multi-GPU video cards like Nvidia GTX 690, and it is not known if there is a way to disable SLI/Crossfire for multi-GPU video card (to make it usable in iPi Mocap Studio).&lt;br /&gt;
* For best efficiency, all GPUs must be of approximately the same performance. iPi Mocap Studio cannot balance load for multiple GPUs with different performance levels, so mixing low-end and high-end GPUs will result in very poor performance.&lt;br /&gt;
* Due to synchronization overhead, performance scaling is not linear. Performance gain diminishes with the number of GPUs.  Using second identical GPU will speed up tracking approximately by a factor of 1.6 (instead of factor of 2, as one might expect).&lt;br /&gt;
* Performance gain is more noticeable for large number of cameras (for example, 8 cameras). If you are using just 1 kinect camera, you may experience negligible performance improvement from a multi-GPU configuration.&lt;br /&gt;
* Combining multiple low-end GPUs makes little sense. You may achieve much better performance by upgrading to a single high-end gaming GPU like Nvidia GTX 780.&lt;br /&gt;
&lt;br /&gt;
== How to Configure Multiple GPUs ==&lt;br /&gt;
To configure your multiple video cards for use in iPi Mocap Studio, you should perform the following steps:&lt;br /&gt;
# Disable SLI or Crossfire (see example screenshot).&lt;br /&gt;
# Extend Windows desktop to use additional video adapters. Go to the following path in Windows Control Panel: &amp;lt;blockquote&amp;gt;Control Panel\Appearance and Personalization\Display\Screen Resolution&amp;lt;/blockquote&amp;gt; and select &amp;quot;Multiple displays: Extend this displays&amp;quot; for your additional video cards. Click &amp;quot;Apply&amp;quot;.&lt;br /&gt;
# Restart iPi Mocap Studio. Now it should be able to use your additional GPUs.&lt;br /&gt;
&lt;br /&gt;
[[Image:Disable_SLI.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Extend_desktop.png]]&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Multiple_GPUs</id>
		<title>Multiple GPUs</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Multiple_GPUs"/>
				<updated>2013-06-27T15:47:50Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: /* Introduction to Multiple GPUs in iPi Mocap Studio */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Multiple GPUs in iPi Mocap Studio =&lt;br /&gt;
&lt;br /&gt;
== Introduction to Multiple GPUs in iPi Mocap Studio ==&lt;br /&gt;
Starting with version 2.4, you can use multiple GPUs to speed up tracking in iPi Mocap Studio.&lt;br /&gt;
You should be aware of the following limitations:&lt;br /&gt;
* You can use only 1, 2 or 4 GPUs inside one PC. Other configurations (for example, 3 GPUs) are not supported.&lt;br /&gt;
* Currently we recommend using only single-GPU video cards (e.g. NVidia GTX 780). iPi Soft never tested multi-GPU video cards like Nvidia GTX 690, and it is not known if there is a way to disable SLI/Crossfire for multi-GPU video card (to make it usable in iPi Mocap Studio).&lt;br /&gt;
* For best efficiency, all GPUs must be of approximately the same performance. iPi Mocap Studio cannot balance load for multiple GPUs with different performance levels, so mixing low-end and high-end GPUs will result in very poor performance.&lt;br /&gt;
* Due to synchronization overhead, performance scaling is not linear. Performance gain diminishes with the number of GPUs.  Using second identical GPU will speed up tracking approximately by a factor of 1.6 (instead of factor of 2, as one might expect).&lt;br /&gt;
* Performance gain is more noticeable for large number of cameras (for example, 8 cameras). If you are using just 1 kinect camera, you may experience negligible performance improvement from a multi-GPU configuration.&lt;br /&gt;
* Combining multiple low-end GPUs makes little sense. You may achieve much better performance by upgrading to a high-end gaming GPU like Nvidia GTX 780.&lt;br /&gt;
&lt;br /&gt;
== How to Configure Multiple GPUs ==&lt;br /&gt;
To configure your multiple video cards for use in iPi Mocap Studio, you should perform the following steps:&lt;br /&gt;
# Disable SLI or Crossfire (see example screenshot).&lt;br /&gt;
# Extend Windows desktop to use additional video adapters. Go to the following path in Windows Control Panel: &amp;lt;blockquote&amp;gt;Control Panel\Appearance and Personalization\Display\Screen Resolution&amp;lt;/blockquote&amp;gt; and select &amp;quot;Multiple displays: Extend this displays&amp;quot; for your additional video cards. Click &amp;quot;Apply&amp;quot;.&lt;br /&gt;
# Restart iPi Mocap Studio. Now it should be able to use your additional GPUs.&lt;br /&gt;
&lt;br /&gt;
[[Image:Disable_SLI.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Extend_desktop.png]]&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Multiple_GPUs</id>
		<title>Multiple GPUs</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Multiple_GPUs"/>
				<updated>2013-06-27T15:47:05Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: /* Introduction to Multiple GPUs in iPi Mocap Studio */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Multiple GPUs in iPi Mocap Studio =&lt;br /&gt;
&lt;br /&gt;
== Introduction to Multiple GPUs in iPi Mocap Studio ==&lt;br /&gt;
Starting with version 2.4, you can use multiple GPUs to speed up tracking in iPi Mocap Studio.&lt;br /&gt;
You should be aware of the following limitations:&lt;br /&gt;
* You can use only 1, 2 or 4 GPUs inside one PC. Other configurations (for example, 3 GPUs) are not supported.&lt;br /&gt;
* Currently we recommend using only single-GPU video cards (e.g. NVidia GTX 780). iPi Soft never tested multi-GPU video cards like Nvidia GTX 690, and it is not known if there is a way to disable SLI/Crossfire for multi-GPU video card (to make it usable in iPi Mocap Studio).&lt;br /&gt;
* For best efficiency, all GPUs must be of approximately the same performance. iPi Mocap Studio cannot balance load for multiple GPUs with different performance levels, so mixing low-end and high-end GPUs will result in very poor performance.&lt;br /&gt;
* Due to synchronization overhead, performance scaling is not linear. Performance gain diminishes with the number of GPUs.  Using second identical GPU will speed up tracking approximately by a factor of 1.6 (instead of 2, as one might expect).&lt;br /&gt;
* Performance gain is more noticeable for large number of cameras (for example, 8 cameras). If you are using just 1 kinect camera, you may experience negligible performance improvement from a multi-GPU configuration.&lt;br /&gt;
* Combining multiple low-end GPUs makes little sense. You may achieve much better performance by upgrading to a high-end gaming GPU like Nvidia GTX 780.&lt;br /&gt;
&lt;br /&gt;
== How to Configure Multiple GPUs ==&lt;br /&gt;
To configure your multiple video cards for use in iPi Mocap Studio, you should perform the following steps:&lt;br /&gt;
# Disable SLI or Crossfire (see example screenshot).&lt;br /&gt;
# Extend Windows desktop to use additional video adapters. Go to the following path in Windows Control Panel: &amp;lt;blockquote&amp;gt;Control Panel\Appearance and Personalization\Display\Screen Resolution&amp;lt;/blockquote&amp;gt; and select &amp;quot;Multiple displays: Extend this displays&amp;quot; for your additional video cards. Click &amp;quot;Apply&amp;quot;.&lt;br /&gt;
# Restart iPi Mocap Studio. Now it should be able to use your additional GPUs.&lt;br /&gt;
&lt;br /&gt;
[[Image:Disable_SLI.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Extend_desktop.png]]&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/File:Extend_desktop.png</id>
		<title>File:Extend desktop.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/File:Extend_desktop.png"/>
				<updated>2013-06-27T15:45:03Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: uploaded a new version of &amp;amp;quot;File:Extend desktop.png&amp;amp;quot;: Extend Windows Desktop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Extend Windows Desktop&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/File:Extend_desktop.png</id>
		<title>File:Extend desktop.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/File:Extend_desktop.png"/>
				<updated>2013-06-27T15:40:21Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: Extend Windows Desktop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Extend Windows Desktop&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/File:Disable_SLI.png</id>
		<title>File:Disable SLI.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/File:Disable_SLI.png"/>
				<updated>2013-06-27T15:39:39Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: Disable SLI or Crossfire&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Disable SLI or Crossfire&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Multiple_GPUs</id>
		<title>Multiple GPUs</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Multiple_GPUs"/>
				<updated>2013-06-27T15:38:38Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Multiple GPUs in iPi Mocap Studio =&lt;br /&gt;
&lt;br /&gt;
== Introduction to Multiple GPUs in iPi Mocap Studio ==&lt;br /&gt;
Starting with version 2.4, you can use multiple GPUs to speed up tracking in iPi Mocap Studio.&lt;br /&gt;
You should be aware of the following limitations:&lt;br /&gt;
* You can use only 1, 2 or 4 GPUs inside one PC. Other configurations (for example, 3 GPUs) are not supported.&lt;br /&gt;
* Currently we recommend using only single-GPU video cards (e.g. NVidia GTX 780). iPi Soft never tested multi-GPU video cards like Nvidia GTX 690, and it is not known if there is a way to disable SLI/Crossfire for multi-GPU video card (to make it usable in iPi Mocap Studio).&lt;br /&gt;
* For best efficiency, all GPUs must be of approximately the same performance (e.g. all must be top-performing). iPi Mocap Studio cannot balance load for multiple GPUs with different performance levels, so mixing low-end and high-end GPUs will result in very poor performance.&lt;br /&gt;
* Due to synchronization overhead, performance scaling is not linear. Performance gain diminishes with the number of GPUs.  Using second identical GPU will speed up tracking approximately by a factor of 1.6 (instead of 2, as one might expect).&lt;br /&gt;
* Performance gain is more noticeable for large number of cameras (for example, 8 cameras). If you are using just 1 kinect camera, you may experience negligible performance improvement from a multi-GPU configuration.&lt;br /&gt;
* Combining multiple low-end GPUs makes little sense. You may achieve much better performance by upgrading to a high-end gaming GPU like Nvidia GTX 780.&lt;br /&gt;
&lt;br /&gt;
== How to Configure Multiple GPUs ==&lt;br /&gt;
To configure your multiple video cards for use in iPi Mocap Studio, you should perform the following steps:&lt;br /&gt;
# Disable SLI or Crossfire (see example screenshot).&lt;br /&gt;
# Extend Windows desktop to use additional video adapters. Go to the following path in Windows Control Panel: &amp;lt;blockquote&amp;gt;Control Panel\Appearance and Personalization\Display\Screen Resolution&amp;lt;/blockquote&amp;gt; and select &amp;quot;Multiple displays: Extend this displays&amp;quot; for your additional video cards. Click &amp;quot;Apply&amp;quot;.&lt;br /&gt;
# Restart iPi Mocap Studio. Now it should be able to use your additional GPUs.&lt;br /&gt;
&lt;br /&gt;
[[Image:Disable_SLI.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Extend_desktop.png]]&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Multiple_GPUs</id>
		<title>Multiple GPUs</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Multiple_GPUs"/>
				<updated>2013-06-27T15:33:36Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: Created page with &amp;quot;= Multiple GPUs in iPi Mocap Studio =  == Introduction to Multiple GPUs in iPi Mocap Studio == Starting with version 2.4, you can use multiple GPUs to speed up tracking in iPi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Multiple GPUs in iPi Mocap Studio =&lt;br /&gt;
&lt;br /&gt;
== Introduction to Multiple GPUs in iPi Mocap Studio ==&lt;br /&gt;
Starting with version 2.4, you can use multiple GPUs to speed up tracking in iPi Mocap Studio.&lt;br /&gt;
You should be aware of the following limitations:&lt;br /&gt;
* You can use only 1, 2 or 4 GPUs inside one PC. Other configurations (for example, 3 GPUs) are not supported.&lt;br /&gt;
* Currently we recommend using only single-GPU video cards (e.g. NVidia GTX 780). iPi Soft never tested multi-GPU video cards like Nvidia GTX 690, and it is not known if there is a way to disable SLI/Crossfire for multi-GPU video card (to make it usable in iPi Mocap Studio).&lt;br /&gt;
* For best efficiency, all GPUs must be of approximately the same performance (e.g. all must be top-performing). iPi Mocap Studio cannot balance load for multiple GPUs with different performance levels, so mixing low-end and high-end GPUs will result in very poor performance.&lt;br /&gt;
* Due to synchronization overhead, performance scaling is not linear. Performance gain diminishes with the number of GPUs.  Using second identical GPU will speed up tracking approximately by a factor of 1.6 (instead of 2, as one might expect).&lt;br /&gt;
* Performance gain is more noticeable for large number of cameras (for example, 8 cameras). If you are using just 1 kinect camera, you may experience negligible performance improvement from a multi-GPU configuration.&lt;br /&gt;
* Combining multiple low-end GPUs makes little sense. You may achieve much better performance by upgrading to a high-end gaming GPU like Nvidia GTX 780.&lt;br /&gt;
&lt;br /&gt;
== How to Configure Multiple GPUs ==&lt;br /&gt;
To configure your multiple video cards for use in iPi Mocap Studio, you should perform the following steps:&lt;br /&gt;
# Disable SLI or Crossfire (see example screenshot).&lt;br /&gt;
# Extend Windows desktop to use additional video adapters. Go to the following path in Windows Control Panel: &amp;lt;blockquote&amp;gt;Control Panel\Appearance and Personalization\Display\Screen Resolution&amp;lt;/blockquote&amp;gt; and select &amp;quot;Multiple displays: Extend this displays&amp;quot; for your additional video cards. Click &amp;quot;Apply&amp;quot;.&lt;br /&gt;
# Restart iPi Mocap Studio. Now it should be able to use your additional GPUs.&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Animation_export_and_motion_transfer</id>
		<title>Animation export and motion transfer</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Animation_export_and_motion_transfer"/>
				<updated>2013-01-28T16:16:06Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: /* Maya */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Use “File-&amp;gt;Export Animation” menu item to export all animation frames from within Region of Interest. &lt;br /&gt;
&lt;br /&gt;
To export animation for specific take, right-click on take and select “Export Animation” item from pop-up menu. &lt;br /&gt;
&lt;br /&gt;
=== Default iPi Character Rig ===&lt;br /&gt;
&lt;br /&gt;
The default skeleton in iPi Studio is optimized for markerless motion capture. It may or may not be suitable as a skeleton for your character. Default iPi skeleton in T-pose has non-zero rotations for all joints. Please note that default iPi skeleton with zero rotations does not represent a meaningful pose and looks like a random pile of bones. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:default_rig.jpg|thumb|350px|Default rig]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:default_rig_with_names.png|thumb|350px|Bone names]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By default iPi Studio exports a T-pose (or a reasonable default pose for custom rig after motion transfer) in the first frame of animation. In case when it is not desired switch off &amp;quot;Export T-pose in first frame&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
=== Motion Transfer and Custom Rigs ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio has integrated motion transfer technology. You can import your character into iPi Studio via “File-&amp;gt;Import Target Character” menu item and your motion will be transferred to your character. You may need to assign bone mappings on the “Export” tab for motion transfer to work correctly. You can save your motion transfer profile to XML file for future use. iPi Studio has pre-configured motion transfer profiles for many popular rigs (see below). &lt;br /&gt;
&lt;br /&gt;
=== MotionBuilder ===&lt;br /&gt;
&lt;br /&gt;
Use the “Export Animation for MotionBuilder” menu item to export your motion in MotionBuilder-friendly BVH format. MotionBuilder-friendly skeleton in T-pose has zero rotations for all joints, with bone names consistent with MotionBuilder conventions. This format may also be convenient for use with other apps like Blender. &lt;br /&gt;
&lt;br /&gt;
=== 3D MAX Biped ===&lt;br /&gt;
&lt;br /&gt;
Use the “Export Animation for 3D MAX” menu item to export your motion in 3D MAX-friendly BVH format. &lt;br /&gt;
&lt;br /&gt;
Create a Biped character in 3D MAX (“Create-&amp;gt;Systems-&amp;gt;Biped”). Go to “Motion” tab. Click “Motion Capture” button and import your BVH file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step1.png|thumb|400px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step2.png|thumb|300px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step3.png|thumb|500px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step4.png|thumb|200px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our user '''Cra0kalo''' created an example [http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;t=4928 Valve Biped rig for use with 3D MAX]. It may be useful if you work with Valve Source Engine characters.&lt;br /&gt;
&lt;br /&gt;
=== Maya ===&lt;br /&gt;
&lt;br /&gt;
Latest versions of Maya (starting with Maya 2011) have a powerful biped animation subsystem called &amp;quot;HumanIK&amp;quot;. Animations exported from iPiStudio in MotionBuilder-friendly format (the “Export Animation for MotionBuilder” menu item) should work fine with Maya 2011 and HumanIK. The following video tutorials can be helpful: &lt;br /&gt;
&lt;br /&gt;
* [http://vimeo.com/57823600 Maya HumanIK Mocap retarget with iPi Mocap Studio, by Wes McDermott]&lt;br /&gt;
* [http://www.youtube.com/watch?v=l1hV8BqsCEA Non-Destructive Live Retargeting — Maya 2011 New Features]&lt;br /&gt;
* [http://vimeo.com/24351989 Motion Capture Workflow With Maya 2011]&lt;br /&gt;
* [http://www.youtube.com/watch?v=IP6AwFNkmm8 Humanik Maya 2012 Part 6]&lt;br /&gt;
&lt;br /&gt;
For older versions of Maya please see the [[#Motion Transfer and Custom Rigs]] section. Recommended format for import/export with older versions of Maya is FBX.&lt;br /&gt;
&lt;br /&gt;
=== FBX ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports FBX format for import/export of animations and characters. By default, iPiStudio exports animations in FBX 6.0 format using FBX SDK 2012. If your target character is in FBX 7.0 or newer format, iPiStudio will export retargeted animation in FBX 2012 format. &lt;br /&gt;
&lt;br /&gt;
Some applications do not use latest FBX SDK and may have problems importing newer version FBX files. In case of problems, your can use Autodesk's free [http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;amp;id=10775855 FBX Converter] to convert your animation file to appropriate FBX version. &lt;br /&gt;
&lt;br /&gt;
=== COLLADA ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports [http://collada.org COLLADA] format for import/export of animations and characters. Current version of iPi Studio exports COLLADA animations as matrices. In case if you encounter incompatibilities with other applications' implementation of COLLADA format, we recommend using Autodesk's free [http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;amp;id=10775855 FBX Converter] to convert your data between FBX and COLLADA formats. FBX is known to be more universally supported in many 3D graphics packages. &lt;br /&gt;
&lt;br /&gt;
=== LightWave ===&lt;br /&gt;
&lt;br /&gt;
Recommended format for importing target characters from LightWave to iPi Studio is FBX. Recommended format for bringing animations from iPi Studio to LightWave is BVH or FBX. &lt;br /&gt;
&lt;br /&gt;
=== SoftImage|XSI ===&lt;br /&gt;
&lt;br /&gt;
Our user Eric Cosky published a tutorial on using iPiStudio with SoftImage|XSI:&lt;br /&gt;
&lt;br /&gt;
http://www.ipisoft.com/forum/viewtopic.php?f=13&amp;amp;p=9660#p9660&lt;br /&gt;
&lt;br /&gt;
=== Poser ===&lt;br /&gt;
&lt;br /&gt;
Export your poser character in T-pose in BVH format (File-&amp;gt;Export). Import your Poser character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your Poser character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for Poser.&lt;br /&gt;
&lt;br /&gt;
Poser 8 has a bug with incorrect wrists animation import. The bug can be reproduced as follows: export Poser 8 character in T-pose in BVH format; import your character back into Poser 8; note how wrists are twisted unnaturally as the result. &lt;br /&gt;
&lt;br /&gt;
A workaround for wrists bug is to chop off wrists from your Poser 8 skeleton (for instance using BVHacker) before importing Poser 8 target character into iPi Studio. Missing wrists should not cause any problems during motion transfer in iPi Studio if your BVH file is edited correctly. Poser will ignore missing wrists when importing resulting motion so the resulting motion will look right in Poser (wrists in default pose as expected).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step1.png|thumb|400px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step2.png|thumb|400px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step3.png|thumb|400px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step4.png|thumb|400px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== DAZ 3D ===&lt;br /&gt;
&lt;br /&gt;
The workflow for DAZ 3D is very similar to Poser. Import your DAZ 3D character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your DAZ 3D character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for DAZ 3D.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT''': You can use DAZ character in COLLADA (.dae) format for preview, but it is strongly recommended that you use DAZ character in BVH format for motion transfer. DAZ3D has a problem with COLLADA (.dae) format: DAZ3D Studio does not export all bones into COLLADA (.dae). In particular, the following bones are not exported: '''eyeBrow''', '''bodyMorphs'''. DAZ3D Studio does not use bone names when importing motions; instead, DAZ3D Studio just takes rotations from the list of angles as though it was a flat list with exactly the same positions as in DAZ3D internal skeleton. As the result, when you transfer the motion to a COLLADA character and import it back into DAZ3D, the motion will look wrong. iPiStudio displays a warning about this. To avoid this problem, import your DAZ target character in BVH format - DAZ3D Studio is known to export characters in BVH format correctly (with all bones).&lt;br /&gt;
&lt;br /&gt;
You can improve accuracy of motion transfer by doing some additional preparation of your DAZ 3D skeleton in BVH format. For DAZ 3D Michael 4.0 and similar characters, you may need to clamp thigh joint rotation to zero to avoid unnatural leg bending. For DAZ 3D Victoria 4.0, you may need to adjust foot joint rotation to change the default “high heels“ foot pose to a more natural foot pose. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step1.png|thumb|400px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step2.png|thumb|400px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step3.png|thumb|400px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step4.png|thumb|400px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step5.png|thumb|400px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== iClone ===&lt;br /&gt;
&lt;br /&gt;
Current version of iPi Studio can only export animation in iClone-compatible BVH format. The iMotion format is not supported as of yet. That means you will need iClone PRO to be able to import the motion into iClone. Standard and EX versions of iClone do not have BVH Converter and therefore cannot import BVH files. &lt;br /&gt;
&lt;br /&gt;
Workflow for iClone is straightforward. Export your animation using “Export Animation for iClone” menu item. Go to Animation tab in iClone and launch BVH Converter. Import your BVH file with Default profile, click “Convert” and save the resulting animation in iMotion format. Now your animation can be applied to iClone characters. &lt;br /&gt;
&lt;br /&gt;
iClone expects an animation sampled at 15 frames per seconds. For other frame rates, you may need to create a custom BVH Converter profile by copying Default profile and editing “Frame Rate” setting. &lt;br /&gt;
&lt;br /&gt;
BVH Converted in iClone 4 has a bug that causes distortion of legs animation. iPi Studio exports an iClone-optimized BVH correctly as can be verified by reviewing exported BVH motion in BVHacker or MotionBuilder or other third-party application. No workaround is known. We recommend that you contact iClone developers about this bug as it is out of control of iPi Soft.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step1.png|thumb|400px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step2.png|thumb|400px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step3.png|thumb|400px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step4.png|thumb|400px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step5.png|thumb|400px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Animeeple ===&lt;br /&gt;
&lt;br /&gt;
When importing motions into Animeeple, you may need to do the following adjustments:&lt;br /&gt;
* Click “Set first frame” on the “TPose” tab in import dialog.&lt;br /&gt;
* Assign bone mappings on the “Bones” tab:&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Segment&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Bone&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hip&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hips&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;LowerSpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;MiddleSpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Chest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Torso&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Neck&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Neck&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Head&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Head&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Head|Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Clavicle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Collar&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Shoulder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Upper arm&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Forearm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lower arm&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Hand&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hand&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Hand|Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;(R/L)Thigh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Upper leg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Shin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lower leg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Foot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Foot&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Toe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Toe base&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Toe|Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
* Set the scale to 0.01 on the “Size” tab (by default, iPi Studio exports translations in centimeters for BVH files, while Animeeple expects translations in meters).&lt;br /&gt;
* Set “Root position: Y:” to a correct value on the “TPose” tab, or click “Drop to floor”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step1.png|thumb|400px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step2.png|thumb|400px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step3.png|thumb|400px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step4.png|thumb|400px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step5.png|thumb|400px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Valve Source Engine SMD ===&lt;br /&gt;
&lt;br /&gt;
Import .smd file for your Valve Source Engine character into iPi Studio via “File-&amp;gt;Import Target Character” menu item. Your animation will be transferred to your character. Now you can use File-&amp;gt;Export Animation to export your animation in Valve Source Engine SMD format.&lt;br /&gt;
&lt;br /&gt;
Our user '''Cra0kalo''' created an example [http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;t=4928 Valve Biped rig for use with 3D MAX]. It may be useful if you wish to apply more then one capture through MotionBuilder or edit the custom keyframes in MAX.&lt;br /&gt;
&lt;br /&gt;
=== Valve Source Filmmaker ===&lt;br /&gt;
&lt;br /&gt;
==== DMX ====&lt;br /&gt;
&lt;br /&gt;
First, you need to import your character (or its skeleton) into iPi Mocap Studio, for motion transfer.&lt;br /&gt;
&lt;br /&gt;
There are currently 3 ways of doing this:&lt;br /&gt;
&lt;br /&gt;
# You can import an animation DMX (in default pose) into iPi Mocap Studio. Since it has a skeleton, it should be enough for motion transfer. To create an animation DMX with default pose, you can add your character to your scene in Source Filmmaker and export DMX for corresponding animation node:&lt;br /&gt;
#* open &amp;quot;Animation Set Editor Tab&amp;quot;;&lt;br /&gt;
#* click &amp;quot;+&amp;quot; -&amp;gt; &amp;quot;Create Animation Set for New Model&amp;quot;;&lt;br /&gt;
#* choose a model and click &amp;quot;Open&amp;quot;;&lt;br /&gt;
#* export animation for your model, in '''ASCII''' DMX format;&lt;br /&gt;
#*: ''There is a checkbox named '''Ascii''' in the top area of the export dialog.''&lt;br /&gt;
# Alternatively, you can just import an SMD file with your character into iPi Mocap Studio. For example, SMD files for all Team Fortress 2 characters can be found in your SDK in a location similar to the following (you need to have Source SDK installed): C:\Program Files (x86)\Steam\steamapps\&amp;lt;your steam name&amp;gt;\sourcesdk_content\tf\modelsrc\player\pyro\parts\smd\pyro_model.smd).&lt;br /&gt;
# If you created a custom character in Maya, you should be able to export it in DMX model fromat. (Please [https://developer.valvesoftware.com/wiki/Maya see Valve documentation] on how to do this).&lt;br /&gt;
&lt;br /&gt;
Then you can import your model DMX into iPi Mocap Studio. Current version of iPi Mocap Studio cannot display character skin, but it should display the skeleton. Skeleton should be enough for motion transfer.&lt;br /&gt;
&lt;br /&gt;
To export animation in DMX, you should just use &amp;quot;General...&amp;quot; export menu item in iPi Mocap Studio and choose DMX from the list of supported formats. You may also want to uncheck &amp;quot;Export T-pose in first frame&amp;quot; option on the &amp;quot;Export&amp;quot; tab in iPi Mocap Studio.&lt;br /&gt;
&lt;br /&gt;
Now you can import your animation into Source Filmmaker. There will be some warnings about missing channels for face bones but you can safely ignore them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_dmx_step1.png|thumb|400px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_dmx_step2.png|thumb|400px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_dmx_step3.png|thumb|400px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_dmx_step4.png|thumb|400px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_dmx_step5.png|thumb|400px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_dmx_step6.png|thumb|400px|Step 6]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Old way involving Maya ====&lt;br /&gt;
&lt;br /&gt;
This was used until [[iPi Mocap Studio]] got DMX support. And still may be useful in case of any troubles with DMX. Please see the following video tutorial series:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/playlist?list=PLD4409518E1F04270&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
iPiStudio can export animations in Blender-friendly BVH format (File-&amp;gt;Export animation for Blender).&lt;br /&gt;
&lt;br /&gt;
=== Cinema4D ===&lt;br /&gt;
&lt;br /&gt;
If you have experience with Cinema4D please help to expand this Wiki by posting Cinema4D import/export tips to [http://www.ipisoft.com/forum/viewforum.php?f=3 Community Tutorials] section of our user forum. &lt;br /&gt;
&lt;br /&gt;
=== Evolver ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports importing of skinned [http://www.evolver.com Evolver] characters in COLLADA or FBX format. Import your Evolver character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be retargeted to your Evolver character. Now you can use File-&amp;gt;Export Animation to export your animation.&lt;br /&gt;
&lt;br /&gt;
Evolver offers several different skeletons for Evolver characters. Here is an example motion transfer profile for Evolver &amp;quot;Gaming&amp;quot; skeleton: [http://www.ipisoft.com/downloads/motion_transfer_profiles/evolver_game.profile.xml evolver_game.profile.xml]&lt;br /&gt;
&lt;br /&gt;
[[File:Evolver_example.jpg|700px]]&lt;br /&gt;
&lt;br /&gt;
=== Second Life ===&lt;br /&gt;
&lt;br /&gt;
Import your Second Life character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your Second Life character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for Second Life.&lt;br /&gt;
&lt;br /&gt;
[http://wiki.secondlife.com/wiki/How_to_create_animations#Setting_up_Poser SecondLife documentation] contains a link to useful [http://static-secondlife-com.s3.amazonaws.com/downloads/avatar/avatar_mesh.zip SL avatar files]. The ZIP file includes a BVH of the &amp;quot;default pose&amp;quot;. Be sure to have that.&lt;br /&gt;
&lt;br /&gt;
See the discussion on our Forum for additional details: http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;p=7845&lt;br /&gt;
&lt;br /&gt;
=== Massive ===&lt;br /&gt;
&lt;br /&gt;
Please see our user forum for a discussion of animation import/export for [http://www.massivesoftware.com/ Massive]: &lt;br /&gt;
&lt;br /&gt;
http://ipisoft.com/forum/viewtopic.php?f=12&amp;amp;t=3233&lt;br /&gt;
&lt;br /&gt;
=== IKinema WebAnimate ===&lt;br /&gt;
&lt;br /&gt;
Please see the following video tutorial on how to use iPi Studio with [http://www.ikinema.com/webanimate IKinema WebAnimate]:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=a-yJ-O02SLU&lt;br /&gt;
&lt;br /&gt;
=== Jimmy|Rig Pro ===&lt;br /&gt;
&lt;br /&gt;
Please see the following video tutorial on how to use iPi Studio with [http://www.origamidigital.com/typolight/index.php/home.html Jimmy|Rig Pro]:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=wD1keDh3fCk&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/IPi_Mocap_Studio_Changelog</id>
		<title>IPi Mocap Studio Changelog</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/IPi_Mocap_Studio_Changelog"/>
				<updated>2013-01-19T08:57:38Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;color:#222222; border:dashed 1px gray; padding:4pt; margin:0.5em; background-color:#FAFAFA&amp;quot;&amp;gt;&lt;br /&gt;
''Here you can find history of recent versions of [[iPi Mocap Studio]].''&lt;br /&gt;
&lt;br /&gt;
''[[iPi Mocap Studio]] has built-in auto update functionality. Auto update feature is configured so that checks for update are made once per day. It helps to reduce the start time of the application. If you want to update ASAP - you can use the '''Help''' -&amp;gt; '''Check for Update''' menu item.''&lt;br /&gt;
&lt;br /&gt;
''Note that both these features require Internet connection. Alternatively (in case of troubles with auto update), you can download and run the updated installation program from [http://files.ipisoft.com/iPiMocapStudioSetup.exe our website].''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.2.1.145|Jan 18, 2013|http://files.ipisoft.com/iPiMocapStudioSetup.exe}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;N E W &amp;amp;nbsp;&amp;amp;nbsp; F E A T U R E S:&lt;br /&gt;
* Tracking improvements:&lt;br /&gt;
** ''Much'' improved shoulder tracking.&lt;br /&gt;
** Improved spine tracking.&lt;br /&gt;
** Improved head tracking for RGB cameras (with support for head rotations around Y axis).&lt;br /&gt;
*** ''Note that head tracking significantly slows down tracking speed. Head tracking is optional, you can turn it off in tracking options.''&lt;br /&gt;
** New '''&amp;quot;Refine&amp;quot;''' functionality (useful for cleanup).&lt;br /&gt;
* UI improvements:&lt;br /&gt;
** Timeline zoom and scrolling.&lt;br /&gt;
** Color picker tools for actor appearance items.&lt;br /&gt;
** Additional capabilities in 3D Viewport navigation:&lt;br /&gt;
*** Left mouse button drag &amp;amp;mdash; move view (the same as middle mouse button drag).&lt;br /&gt;
*** &amp;lt;tt&amp;gt;Shift&amp;lt;/tt&amp;gt; + right mouse button drag &amp;amp;mdash; rotate view around viewpoint.&lt;br /&gt;
*** &amp;lt;tt&amp;gt;Ctrl&amp;lt;/tt&amp;gt; + right mouse button drag &amp;amp;mdash; orbit view around selected bone (extremely helpful in case of fingers position editing).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:ipi-mocap-studio-refine-pass.png|thumb|300px|Refine Pass]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:ipi-mocap-studio-color-picker-tools.png|thumb|300px|Color Picker Tools]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:ipi-mocap-studio-timeline-zoom.png|thumb|600px|Time Line Zoom]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.2.0.144|Dec 13, 2012|http://files.ipisoft.com/iPiMocapStudioSetup-2.2.0.144.exe}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;N E W &amp;amp;nbsp;&amp;amp;nbsp; F E A T U R E S:&lt;br /&gt;
* Support for '''hand/prop tracking''' using data recorded from motion controllers. See [[Getting started with motion controllers#Tracking|Getting Started]] guide.&lt;br /&gt;
*: '''Warning.''' Projects with motion controller data cannot be open by previous versions of [[iPi Mocap Studio]].&lt;br /&gt;
* Long-awaited '''Undo/Redo''' for manual editing and for automatic processing. Standard shortcuts &amp;lt;tt&amp;gt;Ctrl+Z&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;Ctrl+Y&amp;lt;/tt&amp;gt; work.&lt;br /&gt;
* Additional commands for working with pose (under menu '''Edit'''):&lt;br /&gt;
** Copy pose of selected bone's children (and all descendants) only. Available only as menu item. Useful for copying hand poses (without rotation of hand's joint itself).&lt;br /&gt;
** Paste pose to all frames within ROI (&amp;lt;tt&amp;gt;Ctrl+Shift+V&amp;lt;/tt&amp;gt;).&lt;br /&gt;
** Save pose to a file from the Clipboard (&amp;lt;tt&amp;gt;Ctrl+P&amp;lt;/tt&amp;gt;). Using this and the following command, you can make a sort of a pose library.&lt;br /&gt;
** Load pose from a file to the Clipboard (&amp;lt;tt&amp;gt;Ctrl+L&amp;lt;/tt&amp;gt;).&lt;br /&gt;
* Navigating through skeleton using the keyboard:&lt;br /&gt;
** Go to parent bone (&amp;lt;tt&amp;gt;[&amp;lt;/tt&amp;gt;)&lt;br /&gt;
** Go to child bone (&amp;lt;tt&amp;gt;]&amp;lt;/tt&amp;gt;). Moves selection to a first child. If there are no children, moves to a next sibling bone (or parent's sibling, etc). Makes a full walk around the skeleton.&lt;br /&gt;
** Cycle through bones of the same level of hierarchy (&amp;lt;tt&amp;gt;Shift+[&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;Shift+]&amp;lt;/tt&amp;gt;)&lt;br /&gt;
* Improved skeleton visualization. Joint size and bone thickness are proportional to bone length. Now fingers are much easier to edit.&lt;br /&gt;
* Improved calibration accuracy for dual depth sensor configuration.&lt;br /&gt;
* Improved accuracy of feet tracking with PS Eyes.&lt;br /&gt;
* Improved actor's model.&lt;br /&gt;
* Menu item '''Help &amp;gt; Keyboard Shortcuts''' shows all keyboard shortcuts in one place. The same information is available as [[Keyboard_Shortcuts_(iPi_Mocap_Studio)|a wiki page]].&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;B U G &amp;amp;nbsp;&amp;amp;nbsp; F I X E S:&lt;br /&gt;
* Opening video causes ''Device does not support multi-level texture width and height values that are not powers of 2.'' error with some video cards.&lt;br /&gt;
* Running calibration with ROI less than 8 frames crashes the app.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.1.3.143|Nov 23, 2012|http://files.ipisoft.com/iPiMocapStudioSetup-2.1.3.143.exe}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;N E W &amp;amp;nbsp;&amp;amp;nbsp; F E A T U R E S:&lt;br /&gt;
* New items in '''Edit''' menu for coping parts of body position:&lt;br /&gt;
** '''Copy Pose of Selected Bone''' - copies rotations for selected bone to Clipboard.  For paste use '''Paste Pose''' menu item.&lt;br /&gt;
** '''Copy Pose of Selected Bone with Children''' - copies rotations for selected bone and all its children to Clipboard. For paste use '''Paste Pose''' menu item.&lt;br /&gt;
* If video from depth sensors like MS Kinect or ASUS Xtion has RGB channel then now you can colorize 3D point cloud using data from RGB camera. To turn on this feature please use '''View -&amp;gt; Color Point Cloud with RGB Data''' menu item.&lt;br /&gt;
* Added &amp;lt;tt&amp;gt;iPiMocap:&amp;lt;/tt&amp;gt; namespace only for MotionBuilder-optimized FBX output ('''Export -&amp;gt; For MotionBuilder (FBX, BVH)''' menu item).&lt;br /&gt;
* Improved look and feel of Open and Save file dialogs for modern operating systems like Windows 7.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:color-point-cloud-with-rgb-data.png|thumb|400px|Color Point Cloud with RGB Data]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;B U G &amp;amp;nbsp;&amp;amp;nbsp; F I X E S:&lt;br /&gt;
* Incorrect import of characters with 3D MAX Biped bone naming conventions (in particular, CryEngine default characters).&lt;br /&gt;
* Export as DMX produces incorrect DMX file if in windows localization setting coma is selected as decimal symbol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.1.2.142|Nov 08, 2012|http://files.ipisoft.com/iPiMocapStudioSetup-2.1.2.142.exe}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;B U G &amp;amp;nbsp;&amp;amp;nbsp; F I X E S:&lt;br /&gt;
* Importing of some target characters doesn't work.&lt;br /&gt;
* Version is not visible in About box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.1.2.141|Nov 07, 2012|http://files.ipisoft.com/iPiMocapStudioSetup-2.1.2.141.exe}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;N E W &amp;amp;nbsp;&amp;amp;nbsp; F E A T U R E S:&lt;br /&gt;
* Added support for Valve [https://developer.valvesoftware.com/wiki/DMX '''DMX''' format] export/import for use with [http://www.sourcefilmmaker.com/ Source Film Maker].&lt;br /&gt;
* Fixed the issue with bone naming in FBX (removed &amp;quot;iPi:&amp;quot; prefix).&lt;br /&gt;
* Improved point cloud visualization for depth data from Kinect and Xtion sensors.&lt;br /&gt;
* New default background color in 3D viewport.&lt;br /&gt;
* Size of application files is significantly reduced (3x times) which saves disk space and improves speed of automatic updates.&lt;br /&gt;
* Added ability to activate license key for all OS users (to know how please contact our support).&lt;br /&gt;
* Minor UI improvements and bug fixes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.1.1.140|Oct 13, 2012|http://files.ipisoft.com/iPiMocapStudioSetup-2.1.1.140.exe}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;N E W &amp;amp;nbsp;&amp;amp;nbsp; F E A T U R E S:&lt;br /&gt;
* Improved spine tracking. Removed the problem with unnatural spine position when stooping down&lt;br /&gt;
* Improved jitter removal for torso and head&lt;br /&gt;
* Precise bone selection using dropdown menu of '''Select''' toolbar button&lt;br /&gt;
* MRU list for projects, available in menu and toolbar&lt;br /&gt;
* Nice '''Check for update''' window with link to [[iPi Mocap Studio Changelog|changelog]]&lt;br /&gt;
* Showing release notes at first launch of new version&lt;br /&gt;
&lt;br /&gt;
* Small UI improvements:&lt;br /&gt;
** Current frame number made editable for quick goto&lt;br /&gt;
** Merged '''Play''' and '''Pause''' buttons&lt;br /&gt;
** Highlighting selected bones when editing motion transfer profile&lt;br /&gt;
** Alphabetical sorting and removing of items in MRU lists&lt;br /&gt;
** '''Export animation XXX''' menu items moved to submenu, '''Export animation XXX''' buttons merged to single dropdown button&lt;br /&gt;
&amp;lt;table border=&amp;quot;0&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[Image:Studio-140-select-bone.png|thumb|300px|Select bone]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[Image:Studio-140-MRU-projects-menu.png|thumb|300px|MRU project list]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[Image:Studio-140-merged-export-animation.png|thumb|300px|Export animation button]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.1.0.139|Sep 30, 2012|http://files.ipisoft.com/iPiMocapStudioSetup-2.1.0.139.exe}}&lt;br /&gt;
&lt;br /&gt;
[[File:IPi Studio new features-2.1.0.139.png|thumb|UI changes]]&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;N E W &amp;amp;nbsp;&amp;amp;nbsp; F E A T U R E S:&lt;br /&gt;
* '''Head tracking'''. Enabled by the '''Enable head tracking''' checkbox on the '''Tracking''' tab.&lt;br /&gt;
:: '''''Note.''''' ''This version does not track face orientation, that is head rotation around Y axis.''&lt;br /&gt;
* Switched places of '''Track Forward''' and '''Track Backward''' buttons. The new placement is more intuitive, but may cause confusion for existing users.&lt;br /&gt;
* Improvements in '''Jitter Removal'''.&lt;br /&gt;
* Simplified rules for auto-adjusting the '''Region of Interest'''. Now it's touched only if the tracking starts when the current position is outside the ROI.&lt;br /&gt;
* More compact project files.&lt;br /&gt;
:: '''''Note.''''' ''Projects saved by this version can not be opened by the previous releases.''&lt;br /&gt;
* Bundled user guides are displayed within the new built-in viewer.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;B U G &amp;amp;nbsp;&amp;amp;nbsp; F I X E S:&lt;br /&gt;
* Error when running '''Jitter Removal''' while current position is outside of the '''Region of Interest'''.&lt;br /&gt;
* Error on opening project in certain circumstances.&lt;br /&gt;
* Installation program won't run on Windows XP x64.&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.0.1.138|Aug 04, 2012|http://files.ipisoft.com/iPiMocapStudioSetup-2.0.1.138.exe}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;N E W &amp;amp;nbsp;&amp;amp;nbsp; F E A T U R E S:&lt;br /&gt;
* Refines in actor model including skeleton proportions.&lt;br /&gt;
:: '''''Note.''''' ''Existing projects should be re-tracked with new model to take advantages of new version.''&lt;br /&gt;
* Alignment of color video to depth point cloud for single and dual Kinect/Xtion projects. This alignment is based on internal calibration data from depth sensor and should work fine for various depth sensors. &lt;br /&gt;
::'''''Note.''''' ''To turn off this alignment one can use '''View''' -&amp;gt; '''Align Color Video to Depth''' menu item.&lt;br /&gt;
* Coloring of depth data in [[iPi Mocap Studio]] now is like coloring in [[iPi Recorder]].&lt;br /&gt;
* For single and dual Kinect/Xtion projects background is hidden by default if color video is available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.0.0.137|Jul 19, 2012|http://files.ipisoft.com/iPiMocapStudioSetup-2.0.0.137.exe}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;N E W &amp;amp;nbsp;&amp;amp;nbsp; F E A T U R E S:&lt;br /&gt;
* Support for '''JPEG''' encoded Bayer tracks in video. Update of [[iPi Recorder]] with support for '''JPEG''' compression for PS Eyes will be published within a couple of days.&lt;br /&gt;
* Improvements in '''FBX''' import concerning character skinning.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;B U G &amp;amp;nbsp;&amp;amp;nbsp; F I X E S:&lt;br /&gt;
* Fixed error in clavicle retargeting.&lt;br /&gt;
* Fixed issue in installer with .NET Framework installation on Windows Vista and later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.0.0.135|Jul 03, 2012|http://files.ipisoft.com/iPiMocapStudioSetup-2.0.0.135.exe}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;N E W &amp;amp;nbsp;&amp;amp;nbsp; F E A T U R E S:&lt;br /&gt;
* Experimental support for '''7-8''' color cameras. Auto detection of initial camera positions is not currently working well for these configurations, so it is disabled. This feature is discussed in [http://forum.ipisoft.com/viewtopic.php?f=5&amp;amp;t=6132].&lt;br /&gt;
* Improved unexpected errors handling.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;B U G &amp;amp;nbsp;&amp;amp;nbsp; F I X E S:&lt;br /&gt;
* Fixed error in activation code. This issue is discussed in [http://forum.ipisoft.com/viewtopic.php?f=5&amp;amp;t=6154] and [http://forum.ipisoft.com/viewtopic.php?f=5&amp;amp;t=6158].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.0.0.134|Jun 30, 2012|http://files.ipisoft.com/iPiMocapStudioSetup-2.0.0.134.exe}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;N E W &amp;amp;nbsp;&amp;amp;nbsp; F E A T U R E S:&lt;br /&gt;
* Support for any order of Euler angles in '''FBX''' export. This is especially useful for '''LightWave''' users. See this topic list for discussions about this problem.&lt;br /&gt;
* Unexpected error dialog. If an unexpected error occurs in the application, this dialog appears just before the application is terminated. It presents you a debug information. If you provide us with this information when reporting an error, this could greatly help us in investigating your issue.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;B U G &amp;amp;nbsp;&amp;amp;nbsp; F I X E S:&lt;br /&gt;
* Decreased memory footprint during calibration (specifically, marker detection).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.0.0.133|Jun 17, 2012|http://files.ipisoft.com/iPiMocapStudioSetup-2.0.0.133.exe}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;N E W &amp;amp;nbsp;&amp;amp;nbsp; F E A T U R E S:&lt;br /&gt;
* Check for update from application. Press the '''Help''' -&amp;gt; '''Check For Update''' menu item. For details, see [[iPi Recorder Changelog#ver. 2.0.0.12]] release notes.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;B U G &amp;amp;nbsp;&amp;amp;nbsp; F I X E S:&lt;br /&gt;
* Fixed rounding error causing incorrect value of frames per second. This issue is discussed in [http://forum.ipisoft.com/viewtopic.php?f=5&amp;amp;t=6113].&lt;br /&gt;
* Fixed incorrect background processing. This issue is discussed in [http://forum.ipisoft.com/viewtopic.php?f=5&amp;amp;t=6115].&lt;br /&gt;
* Fixed application failures when returning from logon screen and standby mode. This issue was primarily discussed by email. Partial discussion is in [http://forum.ipisoft.com/viewtopic.php?f=5&amp;amp;t=6110].&lt;br /&gt;
* Fixed ignoring the '''Export T-pose in first frame''' option and '''Recenter coordinate system on character in first frame''' checkboxes. This issue is discussed in [http://forum.ipisoft.com/viewtopic.php?f=5&amp;amp;t=6117].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.0.0.132|Jun 13, 2012|http://files.ipisoft.com/iPiMocapStudioSetup-2.0.0.132.exe}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;N E W &amp;amp;nbsp;&amp;amp;nbsp; F E A T U R E S:&lt;br /&gt;
* List of most recently used target characters along with motion transfer profiles.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;B U G &amp;amp;nbsp;&amp;amp;nbsp; F I X E S:&lt;br /&gt;
* Fixed several issues in exporting/importing animations for 3D MAX and MotionBuilder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.0.0.131|Jun 07, 2012|http://files.ipisoft.com/iPiMocapStudioSetup-2.0.0.131.exe}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;B U G &amp;amp;nbsp;&amp;amp;nbsp; F I X E S:&lt;br /&gt;
* Fixed coordinate system bug in tracking the left hand.&lt;br /&gt;
* Fixed startup error occurring on some WinXP/Vista computers. This issue is discussed in [http://forum.ipisoft.com/viewtopic.php?f=5&amp;amp;t=6077].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.0.0.130|Jun 02, 2012|http://files.ipisoft.com/iPiMocapStudioSetup-2.0.0.130.exe}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;N E W &amp;amp;nbsp;&amp;amp;nbsp; F E A T U R E S:&lt;br /&gt;
* Different menu item and toolbar button for creating new project ('''File''' -&amp;gt; '''New project…''' and '''New''' respectively).&lt;br /&gt;
* '''File''' -&amp;gt; '''Open''' is renamed to '''File''' -&amp;gt; '''Open project…''' and now opens only project files.&lt;br /&gt;
* '''File''' -&amp;gt; '''Import animation''' menu item is renamed to '''File''' -&amp;gt; '''Open animation…'''&lt;br /&gt;
* Now visibility of tabs, toolbar buttons and menu items depends on project type.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;B U G &amp;amp;nbsp;&amp;amp;nbsp; F I X E S:&lt;br /&gt;
* Application installer is slightly updated (some users have experienced troubles with previous one).&lt;br /&gt;
* Bug fix in behavior of '''Scene Scale''' slider for multi-camera calibration projects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.0.0.129|Jun 01, 2012|http://files.ipisoft.com/iPiMocapStudioSetup-2.0.0.129.exe}}&lt;br /&gt;
&lt;br /&gt;
First public release of [[iPi Mocap Studio|iPi Mocap Studio 2]].&lt;br /&gt;
&lt;br /&gt;
If you're user of '''iPi Studio 1.x''' then please visit [[Migration from v1.x to v2.0]] article.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;N E W &amp;amp;nbsp;&amp;amp;nbsp; F E A T U R E S:&lt;br /&gt;
* New project file format, incompatible with old one. The new format has important changes required for support of multiple actor capture and props capture in future versions.&lt;br /&gt;
* New character model with optimizations for female characters.&lt;br /&gt;
* New skeleton.&lt;br /&gt;
* New video format ([[.iPiVideo file extension|'''.iPiVideo''']]). Old videos can be converted to new format using [[iPi Recorder#Converter]].&lt;br /&gt;
* '''New project''' wizard.&lt;br /&gt;
* Improved foot tracking.&lt;br /&gt;
* Improved shoulder tracking.&lt;br /&gt;
&lt;br /&gt;
[[Category:iPi Mocap Studio]]&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/IPi_Mocap_Studio_Changelog</id>
		<title>IPi Mocap Studio Changelog</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/IPi_Mocap_Studio_Changelog"/>
				<updated>2013-01-19T08:56:51Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;color:#222222; border:dashed 1px gray; padding:4pt; margin:0.5em; background-color:#FAFAFA&amp;quot;&amp;gt;&lt;br /&gt;
''Here you can find history of recent versions of [[iPi Mocap Studio]].''&lt;br /&gt;
&lt;br /&gt;
''[[iPi Mocap Studio]] has built-in auto update functionality. Auto update feature is configured so that checks for update are made once per day. It helps to reduce the start time of the application. If you want to update ASAP - you can use the '''Help''' -&amp;gt; '''Check for Update''' menu item.''&lt;br /&gt;
&lt;br /&gt;
''Note that both these features require Internet connection. Alternatively (in case of troubles with auto update), you can download and run the updated installation program from [http://files.ipisoft.com/iPiMocapStudioSetup.exe our website].''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.2.1.145|Jan 18, 2013|http://files.ipisoft.com/iPiMocapStudioSetup.exe}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;N E W &amp;amp;nbsp;&amp;amp;nbsp; F E A T U R E S:&lt;br /&gt;
* Tracking improvements:&lt;br /&gt;
** ''Much'' improved shoulder tracking.&lt;br /&gt;
** Improved spine tracking.&lt;br /&gt;
** Improved head tracking for RGB cameras (with support for head rotations around Y axis).&lt;br /&gt;
*** ''Note that head tracking significantly slows down tracking speed. Head tracking is optional, so you can turn it off.''&lt;br /&gt;
** New '''&amp;quot;Refine&amp;quot;''' functionality (useful for cleanup).&lt;br /&gt;
* UI improvements:&lt;br /&gt;
** Timeline zoom and scrolling.&lt;br /&gt;
** Color picker tools for actor appearance items.&lt;br /&gt;
** Additional capabilities in 3D Viewport navigation:&lt;br /&gt;
*** Left mouse button drag &amp;amp;mdash; move view (the same as middle mouse button drag).&lt;br /&gt;
*** &amp;lt;tt&amp;gt;Shift&amp;lt;/tt&amp;gt; + right mouse button drag &amp;amp;mdash; rotate view around viewpoint.&lt;br /&gt;
*** &amp;lt;tt&amp;gt;Ctrl&amp;lt;/tt&amp;gt; + right mouse button drag &amp;amp;mdash; orbit view around selected bone (extremely helpful in case of fingers position editing).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:ipi-mocap-studio-refine-pass.png|thumb|300px|Refine Pass]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:ipi-mocap-studio-color-picker-tools.png|thumb|300px|Color Picker Tools]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:ipi-mocap-studio-timeline-zoom.png|thumb|600px|Time Line Zoom]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.2.0.144|Dec 13, 2012|http://files.ipisoft.com/iPiMocapStudioSetup-2.2.0.144.exe}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;N E W &amp;amp;nbsp;&amp;amp;nbsp; F E A T U R E S:&lt;br /&gt;
* Support for '''hand/prop tracking''' using data recorded from motion controllers. See [[Getting started with motion controllers#Tracking|Getting Started]] guide.&lt;br /&gt;
*: '''Warning.''' Projects with motion controller data cannot be open by previous versions of [[iPi Mocap Studio]].&lt;br /&gt;
* Long-awaited '''Undo/Redo''' for manual editing and for automatic processing. Standard shortcuts &amp;lt;tt&amp;gt;Ctrl+Z&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;Ctrl+Y&amp;lt;/tt&amp;gt; work.&lt;br /&gt;
* Additional commands for working with pose (under menu '''Edit'''):&lt;br /&gt;
** Copy pose of selected bone's children (and all descendants) only. Available only as menu item. Useful for copying hand poses (without rotation of hand's joint itself).&lt;br /&gt;
** Paste pose to all frames within ROI (&amp;lt;tt&amp;gt;Ctrl+Shift+V&amp;lt;/tt&amp;gt;).&lt;br /&gt;
** Save pose to a file from the Clipboard (&amp;lt;tt&amp;gt;Ctrl+P&amp;lt;/tt&amp;gt;). Using this and the following command, you can make a sort of a pose library.&lt;br /&gt;
** Load pose from a file to the Clipboard (&amp;lt;tt&amp;gt;Ctrl+L&amp;lt;/tt&amp;gt;).&lt;br /&gt;
* Navigating through skeleton using the keyboard:&lt;br /&gt;
** Go to parent bone (&amp;lt;tt&amp;gt;[&amp;lt;/tt&amp;gt;)&lt;br /&gt;
** Go to child bone (&amp;lt;tt&amp;gt;]&amp;lt;/tt&amp;gt;). Moves selection to a first child. If there are no children, moves to a next sibling bone (or parent's sibling, etc). Makes a full walk around the skeleton.&lt;br /&gt;
** Cycle through bones of the same level of hierarchy (&amp;lt;tt&amp;gt;Shift+[&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;Shift+]&amp;lt;/tt&amp;gt;)&lt;br /&gt;
* Improved skeleton visualization. Joint size and bone thickness are proportional to bone length. Now fingers are much easier to edit.&lt;br /&gt;
* Improved calibration accuracy for dual depth sensor configuration.&lt;br /&gt;
* Improved accuracy of feet tracking with PS Eyes.&lt;br /&gt;
* Improved actor's model.&lt;br /&gt;
* Menu item '''Help &amp;gt; Keyboard Shortcuts''' shows all keyboard shortcuts in one place. The same information is available as [[Keyboard_Shortcuts_(iPi_Mocap_Studio)|a wiki page]].&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;B U G &amp;amp;nbsp;&amp;amp;nbsp; F I X E S:&lt;br /&gt;
* Opening video causes ''Device does not support multi-level texture width and height values that are not powers of 2.'' error with some video cards.&lt;br /&gt;
* Running calibration with ROI less than 8 frames crashes the app.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.1.3.143|Nov 23, 2012|http://files.ipisoft.com/iPiMocapStudioSetup-2.1.3.143.exe}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;N E W &amp;amp;nbsp;&amp;amp;nbsp; F E A T U R E S:&lt;br /&gt;
* New items in '''Edit''' menu for coping parts of body position:&lt;br /&gt;
** '''Copy Pose of Selected Bone''' - copies rotations for selected bone to Clipboard.  For paste use '''Paste Pose''' menu item.&lt;br /&gt;
** '''Copy Pose of Selected Bone with Children''' - copies rotations for selected bone and all its children to Clipboard. For paste use '''Paste Pose''' menu item.&lt;br /&gt;
* If video from depth sensors like MS Kinect or ASUS Xtion has RGB channel then now you can colorize 3D point cloud using data from RGB camera. To turn on this feature please use '''View -&amp;gt; Color Point Cloud with RGB Data''' menu item.&lt;br /&gt;
* Added &amp;lt;tt&amp;gt;iPiMocap:&amp;lt;/tt&amp;gt; namespace only for MotionBuilder-optimized FBX output ('''Export -&amp;gt; For MotionBuilder (FBX, BVH)''' menu item).&lt;br /&gt;
* Improved look and feel of Open and Save file dialogs for modern operating systems like Windows 7.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:color-point-cloud-with-rgb-data.png|thumb|400px|Color Point Cloud with RGB Data]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;B U G &amp;amp;nbsp;&amp;amp;nbsp; F I X E S:&lt;br /&gt;
* Incorrect import of characters with 3D MAX Biped bone naming conventions (in particular, CryEngine default characters).&lt;br /&gt;
* Export as DMX produces incorrect DMX file if in windows localization setting coma is selected as decimal symbol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.1.2.142|Nov 08, 2012|http://files.ipisoft.com/iPiMocapStudioSetup-2.1.2.142.exe}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;B U G &amp;amp;nbsp;&amp;amp;nbsp; F I X E S:&lt;br /&gt;
* Importing of some target characters doesn't work.&lt;br /&gt;
* Version is not visible in About box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.1.2.141|Nov 07, 2012|http://files.ipisoft.com/iPiMocapStudioSetup-2.1.2.141.exe}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;N E W &amp;amp;nbsp;&amp;amp;nbsp; F E A T U R E S:&lt;br /&gt;
* Added support for Valve [https://developer.valvesoftware.com/wiki/DMX '''DMX''' format] export/import for use with [http://www.sourcefilmmaker.com/ Source Film Maker].&lt;br /&gt;
* Fixed the issue with bone naming in FBX (removed &amp;quot;iPi:&amp;quot; prefix).&lt;br /&gt;
* Improved point cloud visualization for depth data from Kinect and Xtion sensors.&lt;br /&gt;
* New default background color in 3D viewport.&lt;br /&gt;
* Size of application files is significantly reduced (3x times) which saves disk space and improves speed of automatic updates.&lt;br /&gt;
* Added ability to activate license key for all OS users (to know how please contact our support).&lt;br /&gt;
* Minor UI improvements and bug fixes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.1.1.140|Oct 13, 2012|http://files.ipisoft.com/iPiMocapStudioSetup-2.1.1.140.exe}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;N E W &amp;amp;nbsp;&amp;amp;nbsp; F E A T U R E S:&lt;br /&gt;
* Improved spine tracking. Removed the problem with unnatural spine position when stooping down&lt;br /&gt;
* Improved jitter removal for torso and head&lt;br /&gt;
* Precise bone selection using dropdown menu of '''Select''' toolbar button&lt;br /&gt;
* MRU list for projects, available in menu and toolbar&lt;br /&gt;
* Nice '''Check for update''' window with link to [[iPi Mocap Studio Changelog|changelog]]&lt;br /&gt;
* Showing release notes at first launch of new version&lt;br /&gt;
&lt;br /&gt;
* Small UI improvements:&lt;br /&gt;
** Current frame number made editable for quick goto&lt;br /&gt;
** Merged '''Play''' and '''Pause''' buttons&lt;br /&gt;
** Highlighting selected bones when editing motion transfer profile&lt;br /&gt;
** Alphabetical sorting and removing of items in MRU lists&lt;br /&gt;
** '''Export animation XXX''' menu items moved to submenu, '''Export animation XXX''' buttons merged to single dropdown button&lt;br /&gt;
&amp;lt;table border=&amp;quot;0&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[Image:Studio-140-select-bone.png|thumb|300px|Select bone]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[Image:Studio-140-MRU-projects-menu.png|thumb|300px|MRU project list]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[Image:Studio-140-merged-export-animation.png|thumb|300px|Export animation button]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.1.0.139|Sep 30, 2012|http://files.ipisoft.com/iPiMocapStudioSetup-2.1.0.139.exe}}&lt;br /&gt;
&lt;br /&gt;
[[File:IPi Studio new features-2.1.0.139.png|thumb|UI changes]]&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;N E W &amp;amp;nbsp;&amp;amp;nbsp; F E A T U R E S:&lt;br /&gt;
* '''Head tracking'''. Enabled by the '''Enable head tracking''' checkbox on the '''Tracking''' tab.&lt;br /&gt;
:: '''''Note.''''' ''This version does not track face orientation, that is head rotation around Y axis.''&lt;br /&gt;
* Switched places of '''Track Forward''' and '''Track Backward''' buttons. The new placement is more intuitive, but may cause confusion for existing users.&lt;br /&gt;
* Improvements in '''Jitter Removal'''.&lt;br /&gt;
* Simplified rules for auto-adjusting the '''Region of Interest'''. Now it's touched only if the tracking starts when the current position is outside the ROI.&lt;br /&gt;
* More compact project files.&lt;br /&gt;
:: '''''Note.''''' ''Projects saved by this version can not be opened by the previous releases.''&lt;br /&gt;
* Bundled user guides are displayed within the new built-in viewer.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;B U G &amp;amp;nbsp;&amp;amp;nbsp; F I X E S:&lt;br /&gt;
* Error when running '''Jitter Removal''' while current position is outside of the '''Region of Interest'''.&lt;br /&gt;
* Error on opening project in certain circumstances.&lt;br /&gt;
* Installation program won't run on Windows XP x64.&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.0.1.138|Aug 04, 2012|http://files.ipisoft.com/iPiMocapStudioSetup-2.0.1.138.exe}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;N E W &amp;amp;nbsp;&amp;amp;nbsp; F E A T U R E S:&lt;br /&gt;
* Refines in actor model including skeleton proportions.&lt;br /&gt;
:: '''''Note.''''' ''Existing projects should be re-tracked with new model to take advantages of new version.''&lt;br /&gt;
* Alignment of color video to depth point cloud for single and dual Kinect/Xtion projects. This alignment is based on internal calibration data from depth sensor and should work fine for various depth sensors. &lt;br /&gt;
::'''''Note.''''' ''To turn off this alignment one can use '''View''' -&amp;gt; '''Align Color Video to Depth''' menu item.&lt;br /&gt;
* Coloring of depth data in [[iPi Mocap Studio]] now is like coloring in [[iPi Recorder]].&lt;br /&gt;
* For single and dual Kinect/Xtion projects background is hidden by default if color video is available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.0.0.137|Jul 19, 2012|http://files.ipisoft.com/iPiMocapStudioSetup-2.0.0.137.exe}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;N E W &amp;amp;nbsp;&amp;amp;nbsp; F E A T U R E S:&lt;br /&gt;
* Support for '''JPEG''' encoded Bayer tracks in video. Update of [[iPi Recorder]] with support for '''JPEG''' compression for PS Eyes will be published within a couple of days.&lt;br /&gt;
* Improvements in '''FBX''' import concerning character skinning.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;B U G &amp;amp;nbsp;&amp;amp;nbsp; F I X E S:&lt;br /&gt;
* Fixed error in clavicle retargeting.&lt;br /&gt;
* Fixed issue in installer with .NET Framework installation on Windows Vista and later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.0.0.135|Jul 03, 2012|http://files.ipisoft.com/iPiMocapStudioSetup-2.0.0.135.exe}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;N E W &amp;amp;nbsp;&amp;amp;nbsp; F E A T U R E S:&lt;br /&gt;
* Experimental support for '''7-8''' color cameras. Auto detection of initial camera positions is not currently working well for these configurations, so it is disabled. This feature is discussed in [http://forum.ipisoft.com/viewtopic.php?f=5&amp;amp;t=6132].&lt;br /&gt;
* Improved unexpected errors handling.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;B U G &amp;amp;nbsp;&amp;amp;nbsp; F I X E S:&lt;br /&gt;
* Fixed error in activation code. This issue is discussed in [http://forum.ipisoft.com/viewtopic.php?f=5&amp;amp;t=6154] and [http://forum.ipisoft.com/viewtopic.php?f=5&amp;amp;t=6158].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.0.0.134|Jun 30, 2012|http://files.ipisoft.com/iPiMocapStudioSetup-2.0.0.134.exe}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;N E W &amp;amp;nbsp;&amp;amp;nbsp; F E A T U R E S:&lt;br /&gt;
* Support for any order of Euler angles in '''FBX''' export. This is especially useful for '''LightWave''' users. See this topic list for discussions about this problem.&lt;br /&gt;
* Unexpected error dialog. If an unexpected error occurs in the application, this dialog appears just before the application is terminated. It presents you a debug information. If you provide us with this information when reporting an error, this could greatly help us in investigating your issue.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;B U G &amp;amp;nbsp;&amp;amp;nbsp; F I X E S:&lt;br /&gt;
* Decreased memory footprint during calibration (specifically, marker detection).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.0.0.133|Jun 17, 2012|http://files.ipisoft.com/iPiMocapStudioSetup-2.0.0.133.exe}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;N E W &amp;amp;nbsp;&amp;amp;nbsp; F E A T U R E S:&lt;br /&gt;
* Check for update from application. Press the '''Help''' -&amp;gt; '''Check For Update''' menu item. For details, see [[iPi Recorder Changelog#ver. 2.0.0.12]] release notes.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;B U G &amp;amp;nbsp;&amp;amp;nbsp; F I X E S:&lt;br /&gt;
* Fixed rounding error causing incorrect value of frames per second. This issue is discussed in [http://forum.ipisoft.com/viewtopic.php?f=5&amp;amp;t=6113].&lt;br /&gt;
* Fixed incorrect background processing. This issue is discussed in [http://forum.ipisoft.com/viewtopic.php?f=5&amp;amp;t=6115].&lt;br /&gt;
* Fixed application failures when returning from logon screen and standby mode. This issue was primarily discussed by email. Partial discussion is in [http://forum.ipisoft.com/viewtopic.php?f=5&amp;amp;t=6110].&lt;br /&gt;
* Fixed ignoring the '''Export T-pose in first frame''' option and '''Recenter coordinate system on character in first frame''' checkboxes. This issue is discussed in [http://forum.ipisoft.com/viewtopic.php?f=5&amp;amp;t=6117].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.0.0.132|Jun 13, 2012|http://files.ipisoft.com/iPiMocapStudioSetup-2.0.0.132.exe}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;N E W &amp;amp;nbsp;&amp;amp;nbsp; F E A T U R E S:&lt;br /&gt;
* List of most recently used target characters along with motion transfer profiles.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;B U G &amp;amp;nbsp;&amp;amp;nbsp; F I X E S:&lt;br /&gt;
* Fixed several issues in exporting/importing animations for 3D MAX and MotionBuilder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.0.0.131|Jun 07, 2012|http://files.ipisoft.com/iPiMocapStudioSetup-2.0.0.131.exe}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;B U G &amp;amp;nbsp;&amp;amp;nbsp; F I X E S:&lt;br /&gt;
* Fixed coordinate system bug in tracking the left hand.&lt;br /&gt;
* Fixed startup error occurring on some WinXP/Vista computers. This issue is discussed in [http://forum.ipisoft.com/viewtopic.php?f=5&amp;amp;t=6077].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.0.0.130|Jun 02, 2012|http://files.ipisoft.com/iPiMocapStudioSetup-2.0.0.130.exe}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;N E W &amp;amp;nbsp;&amp;amp;nbsp; F E A T U R E S:&lt;br /&gt;
* Different menu item and toolbar button for creating new project ('''File''' -&amp;gt; '''New project…''' and '''New''' respectively).&lt;br /&gt;
* '''File''' -&amp;gt; '''Open''' is renamed to '''File''' -&amp;gt; '''Open project…''' and now opens only project files.&lt;br /&gt;
* '''File''' -&amp;gt; '''Import animation''' menu item is renamed to '''File''' -&amp;gt; '''Open animation…'''&lt;br /&gt;
* Now visibility of tabs, toolbar buttons and menu items depends on project type.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;B U G &amp;amp;nbsp;&amp;amp;nbsp; F I X E S:&lt;br /&gt;
* Application installer is slightly updated (some users have experienced troubles with previous one).&lt;br /&gt;
* Bug fix in behavior of '''Scene Scale''' slider for multi-camera calibration projects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VersionShortInfo|2.0.0.129|Jun 01, 2012|http://files.ipisoft.com/iPiMocapStudioSetup-2.0.0.129.exe}}&lt;br /&gt;
&lt;br /&gt;
First public release of [[iPi Mocap Studio|iPi Mocap Studio 2]].&lt;br /&gt;
&lt;br /&gt;
If you're user of '''iPi Studio 1.x''' then please visit [[Migration from v1.x to v2.0]] article.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;N E W &amp;amp;nbsp;&amp;amp;nbsp; F E A T U R E S:&lt;br /&gt;
* New project file format, incompatible with old one. The new format has important changes required for support of multiple actor capture and props capture in future versions.&lt;br /&gt;
* New character model with optimizations for female characters.&lt;br /&gt;
* New skeleton.&lt;br /&gt;
* New video format ([[.iPiVideo file extension|'''.iPiVideo''']]). Old videos can be converted to new format using [[iPi Recorder#Converter]].&lt;br /&gt;
* '''New project''' wizard.&lt;br /&gt;
* Improved foot tracking.&lt;br /&gt;
* Improved shoulder tracking.&lt;br /&gt;
&lt;br /&gt;
[[Category:iPi Mocap Studio]]&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Depth_Sensors_Comparison</id>
		<title>Depth Sensors Comparison</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Depth_Sensors_Comparison"/>
				<updated>2012-11-29T18:54:22Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: /* Kinect for Xbox vs Kinect for Windows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Starting from version 1.8.0.81, [[iPi Recorder]] supports [http://www.asus.com/Multimedia/Motion_Sensor/Xtion_PRO/ ASUS Xtion] and [http://www.asus.com/Multimedia/Motion_Sensor/Xtion_PRO_LIVE/ ASUS Xtion Live] devices (and also PRO modifications for developers). They are similar to [http://en.wikipedia.org/wiki/Kinect Microsoft Kinect] sensor and can be used in the same way. But there are certain differences that you can take into account before making decision on which device to choose for use with [[iPi Mocap Studio|iPi Desktop Motion Capture]] (iPi DMC).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;table border=0&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;30%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[Image:Kinect-small.jpg|thumb|MS Kinect for Xbox or Windows]]&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
      &amp;lt;td width=&amp;quot;5%&amp;quot;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
      &amp;lt;td width=&amp;quot;30%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[Image:ASUS-Xtion.jpg|thumb|ASUS Xtion]]&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
      &amp;lt;td width=&amp;quot;5%&amp;quot;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
      &amp;lt;td width=&amp;quot;30%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[Image:ASUS-Xtion-live.jpg|thumb|ASUS Xtion Live]]&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Kinect vs Xtion ==&lt;br /&gt;
&lt;br /&gt;
Both [http://en.wikipedia.org/wiki/Kinect Microsoft Kinect] and [http://www.asus.com/Multimedia/Motion_Sensor/Xtion_PRO_LIVE/ ASUS Xtion] sensors are based on the same [http://www.primesense.com PrimeSense] infra-red technology. So all basic characteristics critical for full-body motion capture are generally the same. But there are certain differences that you can take into account:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Device !! Pros !! Cons&lt;br /&gt;
|-&lt;br /&gt;
| Microsoft Kinect || &lt;br /&gt;
* High quality of device drivers  &lt;br /&gt;
* Stable work with various hardware models&lt;br /&gt;
* Has motor that can be controlled remotely by [[iPi Recorder]] application:&amp;lt;br&amp;gt;this makes device positioning more convenient&lt;br /&gt;
|| &lt;br /&gt;
* Bigger size (12&amp;quot; x 3&amp;quot; x 2.5&amp;quot; against 7&amp;quot; x 2&amp;quot; x 1.5&amp;quot;)&lt;br /&gt;
* Higher weight (3.0 lb agains 0.5 lb)&lt;br /&gt;
* Require ACDC power supply&lt;br /&gt;
* Only 30 fps frame rate&lt;br /&gt;
|-&lt;br /&gt;
| ASUS Xtion || &lt;br /&gt;
* More compact ( 7&amp;quot; x 2&amp;quot; x 1.5&amp;quot;  against 12&amp;quot; x 3&amp;quot; x 2.5&amp;quot;) &lt;br /&gt;
* Lighter weight  (0.5 lb agains 3.0 lb) &lt;br /&gt;
* Does not require power supply except USB&lt;br /&gt;
* Allow 60 fps frame rate (at 320 x 240 resolution only)&lt;br /&gt;
||&lt;br /&gt;
* Less popular device&lt;br /&gt;
* Lower drivers quality&lt;br /&gt;
* Does not work with some USB controllers&lt;br /&gt;
* No motor, allow only manual positioning&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Xtion Live vs Xtion ==&lt;br /&gt;
&lt;br /&gt;
* '''ASUS Xtion Live''' is recommendable because it includes RGB sensor. RGB image is currently not used for tracking, but it helps to operate the system&lt;br /&gt;
* '''Note:''' [http://www.asus.com/Multimedia/Motion_Sensor/Xtion_PRO/ ASUS Xtion] and [http://www.asus.com/Multimedia/Motion_Sensor/Xtion_PRO_LIVE/ ASUS Xtion Live] are also available in PRO modification (for developers). But the hardware is the same for regular and PRO versions, the only difference is in the software supplied with the device, that you will not need for use with [[iPi Mocap Studio|iPi Motion Capture system]]&lt;br /&gt;
&lt;br /&gt;
== Kinect for Xbox vs Kinect for Windows ==&lt;br /&gt;
&lt;br /&gt;
* If you plan to use [http://en.wikipedia.org/wiki/Kinect Kinect] not only with [[iPi Mocap Studio|iPi Motion Capture]], but also to have fun with Xbox games, then you definitely need '''Kinect for Xbox'''&lt;br /&gt;
* But if [[iPi Mocap Studio|iPi Motion Capture]] is all you need [http://en.wikipedia.org/wiki/Kinect Kinect] for, then '''Kinect for Windows''' has a couple of advantages over Kinect for Xbox&lt;br /&gt;
** Kinect for Windows is officially licensed (by Microsoft) for commercial use (unlike Kinect for Xbox which is only licensed for personal gaming)&lt;br /&gt;
** Since it is officially allowed to use with Windows, we may hope that drivers quality and support will be better&lt;br /&gt;
** It has capability to track at low distance (from 40 cm). This is not useful for full-body motion capture, but may be helpful for other applications&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Animation_export_and_motion_transfer</id>
		<title>Animation export and motion transfer</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Animation_export_and_motion_transfer"/>
				<updated>2012-11-23T12:25:18Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: /* Valve Source Filmmaker and DMX */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Use “File-&amp;gt;Export Animation” menu item to export all animation frames from within Region of Interest. &lt;br /&gt;
&lt;br /&gt;
To export animation for specific take, right-click on take and select “Export Animation” item from pop-up menu. &lt;br /&gt;
&lt;br /&gt;
=== Default iPi Character Rig ===&lt;br /&gt;
&lt;br /&gt;
The default skeleton in iPi Studio is optimized for markerless motion capture. It may or may not be suitable as a skeleton for your character. Default iPi skeleton in T-pose has non-zero rotations for all joints. Please note that default iPi skeleton with zero rotations does not represent a meaningful pose and looks like a random pile of bones. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:default_rig.jpg|thumb|350px|Default rig]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:default_rig_with_names.png|thumb|350px|Bone names]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By default iPi Studio exports a T-pose (or a reasonable default pose for custom rig after motion transfer) in the first frame of animation. In case when it is not desired switch off &amp;quot;Export T-pose in first frame&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
=== Motion Transfer and Custom Rigs ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio has integrated motion transfer technology. You can import your character into iPi Studio via “File-&amp;gt;Import Target Character” menu item and your motion will be transferred to your character. You may need to assign bone mappings on the “Export” tab for motion transfer to work correctly. You can save your motion transfer profile to XML file for future use. iPi Studio has pre-configured motion transfer profiles for many popular rigs (see below). &lt;br /&gt;
&lt;br /&gt;
=== MotionBuilder ===&lt;br /&gt;
&lt;br /&gt;
Use the “Export Animation for MotionBuilder” menu item to export your motion in MotionBuilder-friendly BVH format. MotionBuilder-friendly skeleton in T-pose has zero rotations for all joints, with bone names consistent with MotionBuilder conventions. This format may also be convenient for use with other apps like Blender. &lt;br /&gt;
&lt;br /&gt;
=== 3D MAX Biped ===&lt;br /&gt;
&lt;br /&gt;
Use the “Export Animation for 3D MAX” menu item to export your motion in 3D MAX-friendly BVH format. &lt;br /&gt;
&lt;br /&gt;
Create a Biped character in 3D MAX (“Create-&amp;gt;Systems-&amp;gt;Biped”). Go to “Motion” tab. Click “Motion Capture” button and import your BVH file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step1.png|thumb|400px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step2.png|thumb|300px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step3.png|thumb|500px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step4.png|thumb|200px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our user '''Cra0kalo''' created an example [http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;t=4928 Valve Biped rig for use with 3D MAX]. It may be useful if you work with Valve Source Engine characters.&lt;br /&gt;
&lt;br /&gt;
=== Maya ===&lt;br /&gt;
&lt;br /&gt;
Latest versions of Maya (starting with Maya 2011) have a powerful biped animation subsystem called &amp;quot;HumanIK&amp;quot;. Animations exported from iPiStudio in MotionBuilder-friendly format (the “Export Animation for MotionBuilder” menu item) should work fine with Maya 2011 and HumanIK. The following video tutorials can be helpful: &lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=l1hV8BqsCEA Non-Destructive Live Retargeting — Maya 2011 New Features]&lt;br /&gt;
* [http://vimeo.com/24351989 Motion Capture Workflow With Maya 2011]&lt;br /&gt;
* [http://www.youtube.com/watch?v=IP6AwFNkmm8 Humanik Maya 2012 Part 6]&lt;br /&gt;
&lt;br /&gt;
For older versions of Maya please see the [[#Motion Transfer and Custom Rigs]] section. Recommended format for import/export with older versions of Maya is FBX.&lt;br /&gt;
&lt;br /&gt;
=== FBX ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports FBX format for import/export of animations and characters. By default, iPiStudio exports animations in FBX 6.0 format using FBX SDK 2012. If your target character is in FBX 7.0 or newer format, iPiStudio will export retargeted animation in FBX 2012 format. &lt;br /&gt;
&lt;br /&gt;
Some applications do not use latest FBX SDK and may have problems importing newer version FBX files. In case of problems, your can use Autodesk's free [http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;amp;id=10775855 FBX Converter] to convert your animation file to appropriate FBX version. &lt;br /&gt;
&lt;br /&gt;
=== COLLADA ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports [http://collada.org COLLADA] format for import/export of animations and characters. Current version of iPi Studio exports COLLADA animations as matrices. In case if you encounter incompatibilities with other applications' implementation of COLLADA format, we recommend using Autodesk's free [http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;amp;id=10775855 FBX Converter] to convert your data between FBX and COLLADA formats. FBX is known to be more universally supported in many 3D graphics packages. &lt;br /&gt;
&lt;br /&gt;
=== LightWave ===&lt;br /&gt;
&lt;br /&gt;
Recommended format for importing target characters from LightWave to iPi Studio is FBX. Recommended format for bringing animations from iPi Studio to LightWave is BVH or FBX. &lt;br /&gt;
&lt;br /&gt;
=== SoftImage|XSI ===&lt;br /&gt;
&lt;br /&gt;
Our user Eric Cosky published a tutorial on using iPiStudio with SoftImage|XSI:&lt;br /&gt;
&lt;br /&gt;
http://www.ipisoft.com/forum/viewtopic.php?f=13&amp;amp;p=9660#p9660&lt;br /&gt;
&lt;br /&gt;
=== Poser ===&lt;br /&gt;
&lt;br /&gt;
Export your poser character in T-pose in BVH format (File-&amp;gt;Export). Import your Poser character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your Poser character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for Poser.&lt;br /&gt;
&lt;br /&gt;
Poser 8 has a bug with incorrect wrists animation import. The bug can be reproduced as follows: export Poser 8 character in T-pose in BVH format; import your character back into Poser 8; note how wrists are twisted unnaturally as the result. &lt;br /&gt;
&lt;br /&gt;
A workaround for wrists bug is to chop off wrists from your Poser 8 skeleton (for instance using BVHacker) before importing Poser 8 target character into iPi Studio. Missing wrists should not cause any problems during motion transfer in iPi Studio if your BVH file is edited correctly. Poser will ignore missing wrists when importing resulting motion so the resulting motion will look right in Poser (wrists in default pose as expected).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step1.png|thumb|400px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step2.png|thumb|400px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step3.png|thumb|400px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step4.png|thumb|400px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== DAZ 3D ===&lt;br /&gt;
&lt;br /&gt;
The workflow for DAZ 3D is very similar to Poser. Import your DAZ 3D character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your DAZ 3D character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for DAZ 3D.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT''': You can use DAZ character in COLLADA (.dae) format for preview, but it is strongly recommended that you use DAZ character in BVH format for motion transfer. DAZ3D has a problem with COLLADA (.dae) format: DAZ3D Studio does not export all bones into COLLADA (.dae). In particular, the following bones are not exported: '''eyeBrow''', '''bodyMorphs'''. DAZ3D Studio does not use bone names when importing motions; instead, DAZ3D Studio just takes rotations from the list of angles as though it was a flat list with exactly the same positions as in DAZ3D internal skeleton. As the result, when you transfer the motion to a COLLADA character and import it back into DAZ3D, the motion will look wrong. iPiStudio displays a warning about this. To avoid this problem, import your DAZ target character in BVH format - DAZ3D Studio is known to export characters in BVH format correctly (with all bones).&lt;br /&gt;
&lt;br /&gt;
You can improve accuracy of motion transfer by doing some additional preparation of your DAZ 3D skeleton in BVH format. For DAZ 3D Michael 4.0 and similar characters, you may need to clamp thigh joint rotation to zero to avoid unnatural leg bending. For DAZ 3D Victoria 4.0, you may need to adjust foot joint rotation to change the default “high heels“ foot pose to a more natural foot pose. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step1.png|thumb|400px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step2.png|thumb|400px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step3.png|thumb|400px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step4.png|thumb|400px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step5.png|thumb|400px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== iClone ===&lt;br /&gt;
&lt;br /&gt;
Current version of iPi Studio can only export animation in iClone-compatible BVH format. The iMotion format is not supported as of yet. That means you will need iClone PRO to be able to import the motion into iClone. Standard and EX versions of iClone do not have BVH Converter and therefore cannot import BVH files. &lt;br /&gt;
&lt;br /&gt;
Workflow for iClone is straightforward. Export your animation using “Export Animation for iClone” menu item. Go to Animation tab in iClone and launch BVH Converter. Import your BVH file with Default profile, click “Convert” and save the resulting animation in iMotion format. Now your animation can be applied to iClone characters. &lt;br /&gt;
&lt;br /&gt;
iClone expects an animation sampled at 15 frames per seconds. For other frame rates, you may need to create a custom BVH Converter profile by copying Default profile and editing “Frame Rate” setting. &lt;br /&gt;
&lt;br /&gt;
BVH Converted in iClone 4 has a bug that causes distortion of legs animation. iPi Studio exports an iClone-optimized BVH correctly as can be verified by reviewing exported BVH motion in BVHacker or MotionBuilder or other third-party application. No workaround is known. We recommend that you contact iClone developers about this bug as it is out of control of iPi Soft.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step1.png|thumb|400px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step2.png|thumb|400px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step3.png|thumb|400px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step4.png|thumb|400px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step5.png|thumb|400px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Animeeple ===&lt;br /&gt;
&lt;br /&gt;
When importing motions into Animeeple, you may need to do the following adjustments:&lt;br /&gt;
* Click “Set first frame” on the “TPose” tab in import dialog.&lt;br /&gt;
* Assign bone mappings on the “Bones” tab:&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Segment&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Bone&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hip&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hips&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;LowerSpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;MiddleSpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Chest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Torso&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Neck&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Neck&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Head&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Head&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Head|Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Clavicle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Collar&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Shoulder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Upper arm&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Forearm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lower arm&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Hand&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hand&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Hand|Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;(R/L)Thigh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Upper leg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Shin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lower leg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Foot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Foot&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Toe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Toe base&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Toe|Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
* Set the scale to 0.01 on the “Size” tab (by default, iPi Studio exports translations in centimeters for BVH files, while Animeeple expects translations in meters).&lt;br /&gt;
* Set “Root position: Y:” to a correct value on the “TPose” tab, or click “Drop to floor”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step1.png|thumb|400px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step2.png|thumb|400px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step3.png|thumb|400px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step4.png|thumb|400px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step5.png|thumb|400px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Valve Source Engine SMD ===&lt;br /&gt;
&lt;br /&gt;
Import .smd file for your Valve Source Engine character into iPi Studio via “File-&amp;gt;Import Target Character” menu item. Your animation will be transferred to your character. Now you can use File-&amp;gt;Export Animation to export your animation in Valve Source Engine SMD format.&lt;br /&gt;
&lt;br /&gt;
Our user '''Cra0kalo''' created an example [http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;t=4928 Valve Biped rig for use with 3D MAX]. It may be useful if you wish to apply more then one capture through MotionBuilder or edit the custom keyframes in MAX.&lt;br /&gt;
&lt;br /&gt;
=== Valve Source Filmmaker and DMX ===&lt;br /&gt;
&lt;br /&gt;
First, you need to import your character (or its skeleton) into iPi Mocap Studio, for motion transfer.&lt;br /&gt;
&lt;br /&gt;
There are currently 3 ways of doing this:&lt;br /&gt;
&lt;br /&gt;
# You can import an animation DMX (in default pose) into iPi Mocap Studio. Since it has a skeleton, it should be enough for motion transfer. To create an animation DMX with default pose, you can add your character to your scene in Source Filmmaker and export DMX for corresponding animation node:&lt;br /&gt;
#* open &amp;quot;Animation Set Editor Tab&amp;quot;;&lt;br /&gt;
#* click &amp;quot;+&amp;quot; -&amp;gt; &amp;quot;Create Animation Set for New Model&amp;quot;;&lt;br /&gt;
#* choose a model and click &amp;quot;Open&amp;quot;;&lt;br /&gt;
#* export animation for your model, in ASCII DMX format;&lt;br /&gt;
# Alternatively, you can just import an SMD file with your character into iPi Mocap Studio. For example, SMD files for all Team Fortress 2 characters can be found in your SDK in a location similar to the following (you need to have Source SDK installed): C:\Program Files (x86)\Steam\steamapps\&amp;lt;your steam name&amp;gt;\sourcesdk_content\tf\modelsrc\player\pyro\parts\smd\pyro_model.smd).&lt;br /&gt;
# If you created a custom character in Maya, you should be able to export it in DMX model fromat. (Please see Valve documentation on how to do this).&lt;br /&gt;
&lt;br /&gt;
Then you can import your model DMX into iPi Mocap Studio. Current version of iPi Mocap Studio cannot display character skin, but it should display the skeleton. Skeleton should be enough for motion transfer.&lt;br /&gt;
&lt;br /&gt;
To export animation in DMX, you should just use &amp;quot;General...&amp;quot; export menu item in iPi Mocap Studio and choose DMX from the list of supported formats. You may also want to uncheck &amp;quot;Export T-pose in first frame&amp;quot; option on the &amp;quot;Export&amp;quot; tab in iPi Mocap Studio.&lt;br /&gt;
&lt;br /&gt;
Now you can import your animation into Source Filmmaker. There will be some warnings about missing channels for face bones but you can safely ignore them.&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
iPiStudio can export animations in Blender-friendly BVH format (File-&amp;gt;Export animation for Blender).&lt;br /&gt;
&lt;br /&gt;
=== Cinema4D ===&lt;br /&gt;
&lt;br /&gt;
If you have experience with Cinema4D please help to expand this Wiki by posting Cinema4D import/export tips to [http://www.ipisoft.com/forum/viewforum.php?f=3 Community Tutorials] section of our user forum. &lt;br /&gt;
&lt;br /&gt;
=== Evolver ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports importing of skinned [http://www.evolver.com Evolver] characters in COLLADA or FBX format. Import your Evolver character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be retargeted to your Evolver character. Now you can use File-&amp;gt;Export Animation to export your animation.&lt;br /&gt;
&lt;br /&gt;
Evolver offers several different skeletons for Evolver characters. Here is an example motion transfer profile for Evolver &amp;quot;Gaming&amp;quot; skeleton: [http://www.ipisoft.com/downloads/motion_transfer_profiles/evolver_game.profile.xml evolver_game.profile.xml]&lt;br /&gt;
&lt;br /&gt;
[[File:Evolver_example.jpg|700px]]&lt;br /&gt;
&lt;br /&gt;
=== Second Life ===&lt;br /&gt;
&lt;br /&gt;
Import your Second Life character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your Second Life character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for Second Life.&lt;br /&gt;
&lt;br /&gt;
[http://wiki.secondlife.com/wiki/How_to_create_animations#Setting_up_Poser SecondLife documentation] contains a link to useful [http://static-secondlife-com.s3.amazonaws.com/downloads/avatar/avatar_mesh.zip SL avatar files]. The ZIP file includes a BVH of the &amp;quot;default pose&amp;quot;. Be sure to have that.&lt;br /&gt;
&lt;br /&gt;
See the discussion on our Forum for additional details: http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;p=7845&lt;br /&gt;
&lt;br /&gt;
=== Massive ===&lt;br /&gt;
&lt;br /&gt;
Please see our user forum for a discussion of animation import/export for [http://www.massivesoftware.com/ Massive]: &lt;br /&gt;
&lt;br /&gt;
http://ipisoft.com/forum/viewtopic.php?f=12&amp;amp;t=3233&lt;br /&gt;
&lt;br /&gt;
=== IKinema WebAnimate ===&lt;br /&gt;
&lt;br /&gt;
Please see the following video tutorial on how to use iPi Studio with [http://www.ikinema.com/webanimate IKinema WebAnimate]:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=a-yJ-O02SLU&lt;br /&gt;
&lt;br /&gt;
=== Jimmy|Rig Pro ===&lt;br /&gt;
&lt;br /&gt;
Please see the following video tutorial on how to use iPi Studio with [http://www.origamidigital.com/typolight/index.php/home.html Jimmy|Rig Pro]:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=wD1keDh3fCk&lt;br /&gt;
&lt;br /&gt;
=== Source Filmmaker ===&lt;br /&gt;
&lt;br /&gt;
Please see the following video tutorial series on how to use iPi Motion Capture with [http://sourcefilmmaker.com/ Source Filmmaker]:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/playlist?list=PLD4409518E1F04270&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Animation_export_and_motion_transfer</id>
		<title>Animation export and motion transfer</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Animation_export_and_motion_transfer"/>
				<updated>2012-11-23T12:24:46Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: /* Valve Source Filmmaker and DMX */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Use “File-&amp;gt;Export Animation” menu item to export all animation frames from within Region of Interest. &lt;br /&gt;
&lt;br /&gt;
To export animation for specific take, right-click on take and select “Export Animation” item from pop-up menu. &lt;br /&gt;
&lt;br /&gt;
=== Default iPi Character Rig ===&lt;br /&gt;
&lt;br /&gt;
The default skeleton in iPi Studio is optimized for markerless motion capture. It may or may not be suitable as a skeleton for your character. Default iPi skeleton in T-pose has non-zero rotations for all joints. Please note that default iPi skeleton with zero rotations does not represent a meaningful pose and looks like a random pile of bones. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:default_rig.jpg|thumb|350px|Default rig]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:default_rig_with_names.png|thumb|350px|Bone names]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By default iPi Studio exports a T-pose (or a reasonable default pose for custom rig after motion transfer) in the first frame of animation. In case when it is not desired switch off &amp;quot;Export T-pose in first frame&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
=== Motion Transfer and Custom Rigs ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio has integrated motion transfer technology. You can import your character into iPi Studio via “File-&amp;gt;Import Target Character” menu item and your motion will be transferred to your character. You may need to assign bone mappings on the “Export” tab for motion transfer to work correctly. You can save your motion transfer profile to XML file for future use. iPi Studio has pre-configured motion transfer profiles for many popular rigs (see below). &lt;br /&gt;
&lt;br /&gt;
=== MotionBuilder ===&lt;br /&gt;
&lt;br /&gt;
Use the “Export Animation for MotionBuilder” menu item to export your motion in MotionBuilder-friendly BVH format. MotionBuilder-friendly skeleton in T-pose has zero rotations for all joints, with bone names consistent with MotionBuilder conventions. This format may also be convenient for use with other apps like Blender. &lt;br /&gt;
&lt;br /&gt;
=== 3D MAX Biped ===&lt;br /&gt;
&lt;br /&gt;
Use the “Export Animation for 3D MAX” menu item to export your motion in 3D MAX-friendly BVH format. &lt;br /&gt;
&lt;br /&gt;
Create a Biped character in 3D MAX (“Create-&amp;gt;Systems-&amp;gt;Biped”). Go to “Motion” tab. Click “Motion Capture” button and import your BVH file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step1.png|thumb|400px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step2.png|thumb|300px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step3.png|thumb|500px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step4.png|thumb|200px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our user '''Cra0kalo''' created an example [http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;t=4928 Valve Biped rig for use with 3D MAX]. It may be useful if you work with Valve Source Engine characters.&lt;br /&gt;
&lt;br /&gt;
=== Maya ===&lt;br /&gt;
&lt;br /&gt;
Latest versions of Maya (starting with Maya 2011) have a powerful biped animation subsystem called &amp;quot;HumanIK&amp;quot;. Animations exported from iPiStudio in MotionBuilder-friendly format (the “Export Animation for MotionBuilder” menu item) should work fine with Maya 2011 and HumanIK. The following video tutorials can be helpful: &lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=l1hV8BqsCEA Non-Destructive Live Retargeting — Maya 2011 New Features]&lt;br /&gt;
* [http://vimeo.com/24351989 Motion Capture Workflow With Maya 2011]&lt;br /&gt;
* [http://www.youtube.com/watch?v=IP6AwFNkmm8 Humanik Maya 2012 Part 6]&lt;br /&gt;
&lt;br /&gt;
For older versions of Maya please see the [[#Motion Transfer and Custom Rigs]] section. Recommended format for import/export with older versions of Maya is FBX.&lt;br /&gt;
&lt;br /&gt;
=== FBX ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports FBX format for import/export of animations and characters. By default, iPiStudio exports animations in FBX 6.0 format using FBX SDK 2012. If your target character is in FBX 7.0 or newer format, iPiStudio will export retargeted animation in FBX 2012 format. &lt;br /&gt;
&lt;br /&gt;
Some applications do not use latest FBX SDK and may have problems importing newer version FBX files. In case of problems, your can use Autodesk's free [http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;amp;id=10775855 FBX Converter] to convert your animation file to appropriate FBX version. &lt;br /&gt;
&lt;br /&gt;
=== COLLADA ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports [http://collada.org COLLADA] format for import/export of animations and characters. Current version of iPi Studio exports COLLADA animations as matrices. In case if you encounter incompatibilities with other applications' implementation of COLLADA format, we recommend using Autodesk's free [http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;amp;id=10775855 FBX Converter] to convert your data between FBX and COLLADA formats. FBX is known to be more universally supported in many 3D graphics packages. &lt;br /&gt;
&lt;br /&gt;
=== LightWave ===&lt;br /&gt;
&lt;br /&gt;
Recommended format for importing target characters from LightWave to iPi Studio is FBX. Recommended format for bringing animations from iPi Studio to LightWave is BVH or FBX. &lt;br /&gt;
&lt;br /&gt;
=== SoftImage|XSI ===&lt;br /&gt;
&lt;br /&gt;
Our user Eric Cosky published a tutorial on using iPiStudio with SoftImage|XSI:&lt;br /&gt;
&lt;br /&gt;
http://www.ipisoft.com/forum/viewtopic.php?f=13&amp;amp;p=9660#p9660&lt;br /&gt;
&lt;br /&gt;
=== Poser ===&lt;br /&gt;
&lt;br /&gt;
Export your poser character in T-pose in BVH format (File-&amp;gt;Export). Import your Poser character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your Poser character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for Poser.&lt;br /&gt;
&lt;br /&gt;
Poser 8 has a bug with incorrect wrists animation import. The bug can be reproduced as follows: export Poser 8 character in T-pose in BVH format; import your character back into Poser 8; note how wrists are twisted unnaturally as the result. &lt;br /&gt;
&lt;br /&gt;
A workaround for wrists bug is to chop off wrists from your Poser 8 skeleton (for instance using BVHacker) before importing Poser 8 target character into iPi Studio. Missing wrists should not cause any problems during motion transfer in iPi Studio if your BVH file is edited correctly. Poser will ignore missing wrists when importing resulting motion so the resulting motion will look right in Poser (wrists in default pose as expected).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step1.png|thumb|400px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step2.png|thumb|400px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step3.png|thumb|400px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step4.png|thumb|400px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== DAZ 3D ===&lt;br /&gt;
&lt;br /&gt;
The workflow for DAZ 3D is very similar to Poser. Import your DAZ 3D character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your DAZ 3D character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for DAZ 3D.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT''': You can use DAZ character in COLLADA (.dae) format for preview, but it is strongly recommended that you use DAZ character in BVH format for motion transfer. DAZ3D has a problem with COLLADA (.dae) format: DAZ3D Studio does not export all bones into COLLADA (.dae). In particular, the following bones are not exported: '''eyeBrow''', '''bodyMorphs'''. DAZ3D Studio does not use bone names when importing motions; instead, DAZ3D Studio just takes rotations from the list of angles as though it was a flat list with exactly the same positions as in DAZ3D internal skeleton. As the result, when you transfer the motion to a COLLADA character and import it back into DAZ3D, the motion will look wrong. iPiStudio displays a warning about this. To avoid this problem, import your DAZ target character in BVH format - DAZ3D Studio is known to export characters in BVH format correctly (with all bones).&lt;br /&gt;
&lt;br /&gt;
You can improve accuracy of motion transfer by doing some additional preparation of your DAZ 3D skeleton in BVH format. For DAZ 3D Michael 4.0 and similar characters, you may need to clamp thigh joint rotation to zero to avoid unnatural leg bending. For DAZ 3D Victoria 4.0, you may need to adjust foot joint rotation to change the default “high heels“ foot pose to a more natural foot pose. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step1.png|thumb|400px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step2.png|thumb|400px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step3.png|thumb|400px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step4.png|thumb|400px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step5.png|thumb|400px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== iClone ===&lt;br /&gt;
&lt;br /&gt;
Current version of iPi Studio can only export animation in iClone-compatible BVH format. The iMotion format is not supported as of yet. That means you will need iClone PRO to be able to import the motion into iClone. Standard and EX versions of iClone do not have BVH Converter and therefore cannot import BVH files. &lt;br /&gt;
&lt;br /&gt;
Workflow for iClone is straightforward. Export your animation using “Export Animation for iClone” menu item. Go to Animation tab in iClone and launch BVH Converter. Import your BVH file with Default profile, click “Convert” and save the resulting animation in iMotion format. Now your animation can be applied to iClone characters. &lt;br /&gt;
&lt;br /&gt;
iClone expects an animation sampled at 15 frames per seconds. For other frame rates, you may need to create a custom BVH Converter profile by copying Default profile and editing “Frame Rate” setting. &lt;br /&gt;
&lt;br /&gt;
BVH Converted in iClone 4 has a bug that causes distortion of legs animation. iPi Studio exports an iClone-optimized BVH correctly as can be verified by reviewing exported BVH motion in BVHacker or MotionBuilder or other third-party application. No workaround is known. We recommend that you contact iClone developers about this bug as it is out of control of iPi Soft.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step1.png|thumb|400px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step2.png|thumb|400px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step3.png|thumb|400px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step4.png|thumb|400px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step5.png|thumb|400px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Animeeple ===&lt;br /&gt;
&lt;br /&gt;
When importing motions into Animeeple, you may need to do the following adjustments:&lt;br /&gt;
* Click “Set first frame” on the “TPose” tab in import dialog.&lt;br /&gt;
* Assign bone mappings on the “Bones” tab:&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Segment&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Bone&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hip&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hips&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;LowerSpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;MiddleSpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Chest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Torso&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Neck&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Neck&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Head&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Head&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Head|Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Clavicle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Collar&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Shoulder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Upper arm&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Forearm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lower arm&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Hand&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hand&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Hand|Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;(R/L)Thigh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Upper leg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Shin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lower leg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Foot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Foot&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Toe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Toe base&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Toe|Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
* Set the scale to 0.01 on the “Size” tab (by default, iPi Studio exports translations in centimeters for BVH files, while Animeeple expects translations in meters).&lt;br /&gt;
* Set “Root position: Y:” to a correct value on the “TPose” tab, or click “Drop to floor”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step1.png|thumb|400px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step2.png|thumb|400px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step3.png|thumb|400px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step4.png|thumb|400px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step5.png|thumb|400px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Valve Source Engine SMD ===&lt;br /&gt;
&lt;br /&gt;
Import .smd file for your Valve Source Engine character into iPi Studio via “File-&amp;gt;Import Target Character” menu item. Your animation will be transferred to your character. Now you can use File-&amp;gt;Export Animation to export your animation in Valve Source Engine SMD format.&lt;br /&gt;
&lt;br /&gt;
Our user '''Cra0kalo''' created an example [http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;t=4928 Valve Biped rig for use with 3D MAX]. It may be useful if you wish to apply more then one capture through MotionBuilder or edit the custom keyframes in MAX.&lt;br /&gt;
&lt;br /&gt;
=== Valve Source Filmmaker and DMX ===&lt;br /&gt;
&lt;br /&gt;
First, you need to import your character (or its skeleton) into iPi Mocap Studio, for motion transfer.&lt;br /&gt;
&lt;br /&gt;
There are currently 3 ways of doing this:&lt;br /&gt;
&lt;br /&gt;
# You can import an animation DMX (in default pose) into iPi Mocap Studio. Since it has a skeleton, it should be enough for motion transfer. To create an animation DMX with default pose, you can add your character to your scene in Source Filmmaker and export DMX for corresponding animation node:&lt;br /&gt;
#* open &amp;quot;Animation Set Editor Tab&amp;quot;;&lt;br /&gt;
#* click &amp;quot;+&amp;quot; -&amp;gt; &amp;quot;Create Animation Set for New Model&amp;quot;;&lt;br /&gt;
#* choose a model and click &amp;quot;Open&amp;quot;;&lt;br /&gt;
#* export animation for your model, in ASCII DMX format;&lt;br /&gt;
# Alternatively, you can just import an SMD file with your character into iPi Mocap Studio. For example, SMD files for all Team Fortress 2 characters can be found in your SDK in a location similar to the following: C:\Program Files (x86)\Steam\steamapps\&amp;lt;your steam name&amp;gt;\sourcesdk_content\tf\modelsrc\player\pyro\parts\smd\pyro_model.smd).&lt;br /&gt;
# If you created a custom character in Maya, you should be able to export it in DMX model fromat. (Please see Valve documentation on how to do this).&lt;br /&gt;
&lt;br /&gt;
Then you can import your model DMX into iPi Mocap Studio. Current version of iPi Mocap Studio cannot display character skin, but it should display the skeleton. Skeleton should be enough for motion transfer.&lt;br /&gt;
&lt;br /&gt;
To export animation in DMX, you should just use &amp;quot;General...&amp;quot; export menu item in iPi Mocap Studio and choose DMX from the list of supported formats. You may also want to uncheck &amp;quot;Export T-pose in first frame&amp;quot; option on the &amp;quot;Export&amp;quot; tab in iPi Mocap Studio.&lt;br /&gt;
&lt;br /&gt;
Now you can import your animation into Source Filmmaker. There will be some warnings about missing channels for face bones but you can safely ignore them.&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
iPiStudio can export animations in Blender-friendly BVH format (File-&amp;gt;Export animation for Blender).&lt;br /&gt;
&lt;br /&gt;
=== Cinema4D ===&lt;br /&gt;
&lt;br /&gt;
If you have experience with Cinema4D please help to expand this Wiki by posting Cinema4D import/export tips to [http://www.ipisoft.com/forum/viewforum.php?f=3 Community Tutorials] section of our user forum. &lt;br /&gt;
&lt;br /&gt;
=== Evolver ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports importing of skinned [http://www.evolver.com Evolver] characters in COLLADA or FBX format. Import your Evolver character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be retargeted to your Evolver character. Now you can use File-&amp;gt;Export Animation to export your animation.&lt;br /&gt;
&lt;br /&gt;
Evolver offers several different skeletons for Evolver characters. Here is an example motion transfer profile for Evolver &amp;quot;Gaming&amp;quot; skeleton: [http://www.ipisoft.com/downloads/motion_transfer_profiles/evolver_game.profile.xml evolver_game.profile.xml]&lt;br /&gt;
&lt;br /&gt;
[[File:Evolver_example.jpg|700px]]&lt;br /&gt;
&lt;br /&gt;
=== Second Life ===&lt;br /&gt;
&lt;br /&gt;
Import your Second Life character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your Second Life character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for Second Life.&lt;br /&gt;
&lt;br /&gt;
[http://wiki.secondlife.com/wiki/How_to_create_animations#Setting_up_Poser SecondLife documentation] contains a link to useful [http://static-secondlife-com.s3.amazonaws.com/downloads/avatar/avatar_mesh.zip SL avatar files]. The ZIP file includes a BVH of the &amp;quot;default pose&amp;quot;. Be sure to have that.&lt;br /&gt;
&lt;br /&gt;
See the discussion on our Forum for additional details: http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;p=7845&lt;br /&gt;
&lt;br /&gt;
=== Massive ===&lt;br /&gt;
&lt;br /&gt;
Please see our user forum for a discussion of animation import/export for [http://www.massivesoftware.com/ Massive]: &lt;br /&gt;
&lt;br /&gt;
http://ipisoft.com/forum/viewtopic.php?f=12&amp;amp;t=3233&lt;br /&gt;
&lt;br /&gt;
=== IKinema WebAnimate ===&lt;br /&gt;
&lt;br /&gt;
Please see the following video tutorial on how to use iPi Studio with [http://www.ikinema.com/webanimate IKinema WebAnimate]:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=a-yJ-O02SLU&lt;br /&gt;
&lt;br /&gt;
=== Jimmy|Rig Pro ===&lt;br /&gt;
&lt;br /&gt;
Please see the following video tutorial on how to use iPi Studio with [http://www.origamidigital.com/typolight/index.php/home.html Jimmy|Rig Pro]:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=wD1keDh3fCk&lt;br /&gt;
&lt;br /&gt;
=== Source Filmmaker ===&lt;br /&gt;
&lt;br /&gt;
Please see the following video tutorial series on how to use iPi Motion Capture with [http://sourcefilmmaker.com/ Source Filmmaker]:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/playlist?list=PLD4409518E1F04270&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Animation_export_and_motion_transfer</id>
		<title>Animation export and motion transfer</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Animation_export_and_motion_transfer"/>
				<updated>2012-11-23T12:21:13Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Use “File-&amp;gt;Export Animation” menu item to export all animation frames from within Region of Interest. &lt;br /&gt;
&lt;br /&gt;
To export animation for specific take, right-click on take and select “Export Animation” item from pop-up menu. &lt;br /&gt;
&lt;br /&gt;
=== Default iPi Character Rig ===&lt;br /&gt;
&lt;br /&gt;
The default skeleton in iPi Studio is optimized for markerless motion capture. It may or may not be suitable as a skeleton for your character. Default iPi skeleton in T-pose has non-zero rotations for all joints. Please note that default iPi skeleton with zero rotations does not represent a meaningful pose and looks like a random pile of bones. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:default_rig.jpg|thumb|350px|Default rig]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:default_rig_with_names.png|thumb|350px|Bone names]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By default iPi Studio exports a T-pose (or a reasonable default pose for custom rig after motion transfer) in the first frame of animation. In case when it is not desired switch off &amp;quot;Export T-pose in first frame&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
=== Motion Transfer and Custom Rigs ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio has integrated motion transfer technology. You can import your character into iPi Studio via “File-&amp;gt;Import Target Character” menu item and your motion will be transferred to your character. You may need to assign bone mappings on the “Export” tab for motion transfer to work correctly. You can save your motion transfer profile to XML file for future use. iPi Studio has pre-configured motion transfer profiles for many popular rigs (see below). &lt;br /&gt;
&lt;br /&gt;
=== MotionBuilder ===&lt;br /&gt;
&lt;br /&gt;
Use the “Export Animation for MotionBuilder” menu item to export your motion in MotionBuilder-friendly BVH format. MotionBuilder-friendly skeleton in T-pose has zero rotations for all joints, with bone names consistent with MotionBuilder conventions. This format may also be convenient for use with other apps like Blender. &lt;br /&gt;
&lt;br /&gt;
=== 3D MAX Biped ===&lt;br /&gt;
&lt;br /&gt;
Use the “Export Animation for 3D MAX” menu item to export your motion in 3D MAX-friendly BVH format. &lt;br /&gt;
&lt;br /&gt;
Create a Biped character in 3D MAX (“Create-&amp;gt;Systems-&amp;gt;Biped”). Go to “Motion” tab. Click “Motion Capture” button and import your BVH file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step1.png|thumb|400px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step2.png|thumb|300px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step3.png|thumb|500px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step4.png|thumb|200px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our user '''Cra0kalo''' created an example [http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;t=4928 Valve Biped rig for use with 3D MAX]. It may be useful if you work with Valve Source Engine characters.&lt;br /&gt;
&lt;br /&gt;
=== Maya ===&lt;br /&gt;
&lt;br /&gt;
Latest versions of Maya (starting with Maya 2011) have a powerful biped animation subsystem called &amp;quot;HumanIK&amp;quot;. Animations exported from iPiStudio in MotionBuilder-friendly format (the “Export Animation for MotionBuilder” menu item) should work fine with Maya 2011 and HumanIK. The following video tutorials can be helpful: &lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=l1hV8BqsCEA Non-Destructive Live Retargeting — Maya 2011 New Features]&lt;br /&gt;
* [http://vimeo.com/24351989 Motion Capture Workflow With Maya 2011]&lt;br /&gt;
* [http://www.youtube.com/watch?v=IP6AwFNkmm8 Humanik Maya 2012 Part 6]&lt;br /&gt;
&lt;br /&gt;
For older versions of Maya please see the [[#Motion Transfer and Custom Rigs]] section. Recommended format for import/export with older versions of Maya is FBX.&lt;br /&gt;
&lt;br /&gt;
=== FBX ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports FBX format for import/export of animations and characters. By default, iPiStudio exports animations in FBX 6.0 format using FBX SDK 2012. If your target character is in FBX 7.0 or newer format, iPiStudio will export retargeted animation in FBX 2012 format. &lt;br /&gt;
&lt;br /&gt;
Some applications do not use latest FBX SDK and may have problems importing newer version FBX files. In case of problems, your can use Autodesk's free [http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;amp;id=10775855 FBX Converter] to convert your animation file to appropriate FBX version. &lt;br /&gt;
&lt;br /&gt;
=== COLLADA ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports [http://collada.org COLLADA] format for import/export of animations and characters. Current version of iPi Studio exports COLLADA animations as matrices. In case if you encounter incompatibilities with other applications' implementation of COLLADA format, we recommend using Autodesk's free [http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;amp;id=10775855 FBX Converter] to convert your data between FBX and COLLADA formats. FBX is known to be more universally supported in many 3D graphics packages. &lt;br /&gt;
&lt;br /&gt;
=== LightWave ===&lt;br /&gt;
&lt;br /&gt;
Recommended format for importing target characters from LightWave to iPi Studio is FBX. Recommended format for bringing animations from iPi Studio to LightWave is BVH or FBX. &lt;br /&gt;
&lt;br /&gt;
=== SoftImage|XSI ===&lt;br /&gt;
&lt;br /&gt;
Our user Eric Cosky published a tutorial on using iPiStudio with SoftImage|XSI:&lt;br /&gt;
&lt;br /&gt;
http://www.ipisoft.com/forum/viewtopic.php?f=13&amp;amp;p=9660#p9660&lt;br /&gt;
&lt;br /&gt;
=== Poser ===&lt;br /&gt;
&lt;br /&gt;
Export your poser character in T-pose in BVH format (File-&amp;gt;Export). Import your Poser character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your Poser character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for Poser.&lt;br /&gt;
&lt;br /&gt;
Poser 8 has a bug with incorrect wrists animation import. The bug can be reproduced as follows: export Poser 8 character in T-pose in BVH format; import your character back into Poser 8; note how wrists are twisted unnaturally as the result. &lt;br /&gt;
&lt;br /&gt;
A workaround for wrists bug is to chop off wrists from your Poser 8 skeleton (for instance using BVHacker) before importing Poser 8 target character into iPi Studio. Missing wrists should not cause any problems during motion transfer in iPi Studio if your BVH file is edited correctly. Poser will ignore missing wrists when importing resulting motion so the resulting motion will look right in Poser (wrists in default pose as expected).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step1.png|thumb|400px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step2.png|thumb|400px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step3.png|thumb|400px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step4.png|thumb|400px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== DAZ 3D ===&lt;br /&gt;
&lt;br /&gt;
The workflow for DAZ 3D is very similar to Poser. Import your DAZ 3D character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your DAZ 3D character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for DAZ 3D.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT''': You can use DAZ character in COLLADA (.dae) format for preview, but it is strongly recommended that you use DAZ character in BVH format for motion transfer. DAZ3D has a problem with COLLADA (.dae) format: DAZ3D Studio does not export all bones into COLLADA (.dae). In particular, the following bones are not exported: '''eyeBrow''', '''bodyMorphs'''. DAZ3D Studio does not use bone names when importing motions; instead, DAZ3D Studio just takes rotations from the list of angles as though it was a flat list with exactly the same positions as in DAZ3D internal skeleton. As the result, when you transfer the motion to a COLLADA character and import it back into DAZ3D, the motion will look wrong. iPiStudio displays a warning about this. To avoid this problem, import your DAZ target character in BVH format - DAZ3D Studio is known to export characters in BVH format correctly (with all bones).&lt;br /&gt;
&lt;br /&gt;
You can improve accuracy of motion transfer by doing some additional preparation of your DAZ 3D skeleton in BVH format. For DAZ 3D Michael 4.0 and similar characters, you may need to clamp thigh joint rotation to zero to avoid unnatural leg bending. For DAZ 3D Victoria 4.0, you may need to adjust foot joint rotation to change the default “high heels“ foot pose to a more natural foot pose. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step1.png|thumb|400px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step2.png|thumb|400px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step3.png|thumb|400px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step4.png|thumb|400px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step5.png|thumb|400px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== iClone ===&lt;br /&gt;
&lt;br /&gt;
Current version of iPi Studio can only export animation in iClone-compatible BVH format. The iMotion format is not supported as of yet. That means you will need iClone PRO to be able to import the motion into iClone. Standard and EX versions of iClone do not have BVH Converter and therefore cannot import BVH files. &lt;br /&gt;
&lt;br /&gt;
Workflow for iClone is straightforward. Export your animation using “Export Animation for iClone” menu item. Go to Animation tab in iClone and launch BVH Converter. Import your BVH file with Default profile, click “Convert” and save the resulting animation in iMotion format. Now your animation can be applied to iClone characters. &lt;br /&gt;
&lt;br /&gt;
iClone expects an animation sampled at 15 frames per seconds. For other frame rates, you may need to create a custom BVH Converter profile by copying Default profile and editing “Frame Rate” setting. &lt;br /&gt;
&lt;br /&gt;
BVH Converted in iClone 4 has a bug that causes distortion of legs animation. iPi Studio exports an iClone-optimized BVH correctly as can be verified by reviewing exported BVH motion in BVHacker or MotionBuilder or other third-party application. No workaround is known. We recommend that you contact iClone developers about this bug as it is out of control of iPi Soft.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step1.png|thumb|400px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step2.png|thumb|400px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step3.png|thumb|400px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step4.png|thumb|400px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step5.png|thumb|400px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Animeeple ===&lt;br /&gt;
&lt;br /&gt;
When importing motions into Animeeple, you may need to do the following adjustments:&lt;br /&gt;
* Click “Set first frame” on the “TPose” tab in import dialog.&lt;br /&gt;
* Assign bone mappings on the “Bones” tab:&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Segment&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Bone&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hip&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hips&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;LowerSpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;MiddleSpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Chest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Torso&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Neck&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Neck&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Head&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Head&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Head|Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Clavicle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Collar&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Shoulder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Upper arm&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Forearm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lower arm&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Hand&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hand&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Hand|Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;(R/L)Thigh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Upper leg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Shin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lower leg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Foot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Foot&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Toe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Toe base&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Toe|Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
* Set the scale to 0.01 on the “Size” tab (by default, iPi Studio exports translations in centimeters for BVH files, while Animeeple expects translations in meters).&lt;br /&gt;
* Set “Root position: Y:” to a correct value on the “TPose” tab, or click “Drop to floor”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step1.png|thumb|400px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step2.png|thumb|400px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step3.png|thumb|400px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step4.png|thumb|400px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step5.png|thumb|400px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Valve Source Engine SMD ===&lt;br /&gt;
&lt;br /&gt;
Import .smd file for your Valve Source Engine character into iPi Studio via “File-&amp;gt;Import Target Character” menu item. Your animation will be transferred to your character. Now you can use File-&amp;gt;Export Animation to export your animation in Valve Source Engine SMD format.&lt;br /&gt;
&lt;br /&gt;
Our user '''Cra0kalo''' created an example [http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;t=4928 Valve Biped rig for use with 3D MAX]. It may be useful if you wish to apply more then one capture through MotionBuilder or edit the custom keyframes in MAX.&lt;br /&gt;
&lt;br /&gt;
=== Valve Source Filmmaker and DMX ===&lt;br /&gt;
&lt;br /&gt;
First, you need to import your character (or its skeleton) into iPi Mocap Studio, for motion transfer.&lt;br /&gt;
&lt;br /&gt;
There are currently 3 ways of doing this:&lt;br /&gt;
&lt;br /&gt;
# You can import an animation DMX (in default pose) into iPi Mocap Studio. Since it has a skeleton, it should be enough for motion transfer. To create an animation DMX with default pose, you can add your character to your scene in Source Film Maker and export DMX for corresponding animation node:&lt;br /&gt;
#* open &amp;quot;Animation Set Editor Tab&amp;quot;;&lt;br /&gt;
#* click &amp;quot;+&amp;quot; -&amp;gt; &amp;quot;Create Animation Set for New Model&amp;quot;;&lt;br /&gt;
#* choose a model and click &amp;quot;Open&amp;quot;;&lt;br /&gt;
#* export animation for your model, in ASCII DMX format;&lt;br /&gt;
# Alternatively, you can just import an SMD file with your character into iPi Mocap Studio. For example, SMD files for all Team Fortress 2 characters can be found in your SDK in a location similar to the following: C:\Program Files (x86)\Steam\steamapps\&amp;lt;your steam name&amp;gt;\sourcesdk_content\tf\modelsrc\player\pyro\parts\smd\pyro_model.smd).&lt;br /&gt;
# If you created a custom character in Maya, you should be able to export it in DMX model fromat. (Please see Valve documentation on how to do this).&lt;br /&gt;
&lt;br /&gt;
Then you can import your model DMX into iPi Mocap Studio. Current version of iPi Mocap Studio cannot display character skin, but it should display the skeleton. Skeleton should be enough for motion transfer.&lt;br /&gt;
&lt;br /&gt;
To export animation in DMX, you should just use &amp;quot;General...&amp;quot; export menu item in iPi Mocap Studio and choose DMX from the list of supported formats. You may also want to uncheck &amp;quot;Export T-pose in first frame&amp;quot; option on the &amp;quot;Export&amp;quot; tab in iPi Mocap Studio.&lt;br /&gt;
&lt;br /&gt;
Now you can import your animation into Source Film Maker. There will be some warnings about missing channels for face bones but you can safely ignore them.&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
iPiStudio can export animations in Blender-friendly BVH format (File-&amp;gt;Export animation for Blender).&lt;br /&gt;
&lt;br /&gt;
=== Cinema4D ===&lt;br /&gt;
&lt;br /&gt;
If you have experience with Cinema4D please help to expand this Wiki by posting Cinema4D import/export tips to [http://www.ipisoft.com/forum/viewforum.php?f=3 Community Tutorials] section of our user forum. &lt;br /&gt;
&lt;br /&gt;
=== Evolver ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports importing of skinned [http://www.evolver.com Evolver] characters in COLLADA or FBX format. Import your Evolver character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be retargeted to your Evolver character. Now you can use File-&amp;gt;Export Animation to export your animation.&lt;br /&gt;
&lt;br /&gt;
Evolver offers several different skeletons for Evolver characters. Here is an example motion transfer profile for Evolver &amp;quot;Gaming&amp;quot; skeleton: [http://www.ipisoft.com/downloads/motion_transfer_profiles/evolver_game.profile.xml evolver_game.profile.xml]&lt;br /&gt;
&lt;br /&gt;
[[File:Evolver_example.jpg|700px]]&lt;br /&gt;
&lt;br /&gt;
=== Second Life ===&lt;br /&gt;
&lt;br /&gt;
Import your Second Life character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your Second Life character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for Second Life.&lt;br /&gt;
&lt;br /&gt;
[http://wiki.secondlife.com/wiki/How_to_create_animations#Setting_up_Poser SecondLife documentation] contains a link to useful [http://static-secondlife-com.s3.amazonaws.com/downloads/avatar/avatar_mesh.zip SL avatar files]. The ZIP file includes a BVH of the &amp;quot;default pose&amp;quot;. Be sure to have that.&lt;br /&gt;
&lt;br /&gt;
See the discussion on our Forum for additional details: http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;p=7845&lt;br /&gt;
&lt;br /&gt;
=== Massive ===&lt;br /&gt;
&lt;br /&gt;
Please see our user forum for a discussion of animation import/export for [http://www.massivesoftware.com/ Massive]: &lt;br /&gt;
&lt;br /&gt;
http://ipisoft.com/forum/viewtopic.php?f=12&amp;amp;t=3233&lt;br /&gt;
&lt;br /&gt;
=== IKinema WebAnimate ===&lt;br /&gt;
&lt;br /&gt;
Please see the following video tutorial on how to use iPi Studio with [http://www.ikinema.com/webanimate IKinema WebAnimate]:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=a-yJ-O02SLU&lt;br /&gt;
&lt;br /&gt;
=== Jimmy|Rig Pro ===&lt;br /&gt;
&lt;br /&gt;
Please see the following video tutorial on how to use iPi Studio with [http://www.origamidigital.com/typolight/index.php/home.html Jimmy|Rig Pro]:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=wD1keDh3fCk&lt;br /&gt;
&lt;br /&gt;
=== Source Filmmaker ===&lt;br /&gt;
&lt;br /&gt;
Please see the following video tutorial series on how to use iPi Motion Capture with [http://sourcefilmmaker.com/ Source Filmmaker]:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/playlist?list=PLD4409518E1F04270&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Animation_export_and_motion_transfer</id>
		<title>Animation export and motion transfer</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Animation_export_and_motion_transfer"/>
				<updated>2012-05-04T20:54:48Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: /* Second Life */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Use “File-&amp;gt;Export Animation” menu item to export all animation frames from within Region of Interest. &lt;br /&gt;
&lt;br /&gt;
To export animation for specific take, right-click on take and select “Export Animation” item from pop-up menu. &lt;br /&gt;
&lt;br /&gt;
=== Default iPi Character Rig ===&lt;br /&gt;
&lt;br /&gt;
The default skeleton in iPi Studio is optimized for markerless motion capture. It may or may not be suitable as a skeleton for your character. Default iPi skeleton in T-pose has non-zero rotations for all joints. Please note that default iPi skeleton with zero rotations does not represent a meaningful pose and looks like a random pile of bones. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:default_rig.jpg|thumb|300px|Default rig]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:default_rig_with_names.png|thumb|300px|Bone names]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By default iPi Studio exports a T-pose (or a reasonable default pose for custom rig after motion transfer) in the first frame of animation. In case when it is not desired switch off &amp;quot;Export T-pose in first frame&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
=== Motion Transfer and Custom Rigs ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio has integrated motion transfer technology. You can import your character into iPi Studio via “File-&amp;gt;Import Target Character” menu item and your motion will be transferred to your character. You may need to assign bone mappings on the “Export” tab for motion transfer to work correctly. You can save your motion transfer profile to XML file for future use. iPi Studio has pre-configured motion transfer profiles for many popular rigs (see below). &lt;br /&gt;
&lt;br /&gt;
=== MotionBuilder ===&lt;br /&gt;
&lt;br /&gt;
Use the “Export Animation for MotionBuilder” menu item to export your motion in MotionBuilder-friendly BVH format. MotionBuilder-friendly skeleton in T-pose has zero rotations for all joints, with bone names consistent with MotionBuilder conventions. This format may also be convenient for use with other apps like Blender. &lt;br /&gt;
&lt;br /&gt;
=== 3D MAX Biped ===&lt;br /&gt;
&lt;br /&gt;
Use the “Export Animation for 3D MAX” menu item to export your motion in 3D MAX-friendly BVH format. &lt;br /&gt;
&lt;br /&gt;
Create a Biped character in 3D MAX (“Create-&amp;gt;Systems-&amp;gt;Biped”). Go to “Motion” tab. Click “Motion Capture” button and import your BVH file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step1.png|thumb|330px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step2.png|thumb|270px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step3.png|thumb|300px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step4.png|thumb|150px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our user '''Cra0kalo''' created an example [http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;t=4928 Valve Biped rig for use with 3D MAX]. It may be useful if you work with Valve Source Engine characters. &lt;br /&gt;
&lt;br /&gt;
=== Maya ===&lt;br /&gt;
&lt;br /&gt;
Latest versions of Maya (starting with Maya 2011) have a powerful biped animation subsystem called &amp;quot;HumanIK&amp;quot;. Animations exported from iPiStudio in MotionBuilder-friendly format (the “Export Animation for MotionBuilder” menu item) should work fine with Maya 2011 and HumanIK. The following video tutorials can be helpful: &lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=l1hV8BqsCEA Non-Destructive Live Retargeting — Maya 2011 New Features]&lt;br /&gt;
* [http://vimeo.com/24351989 Motion Capture Workflow With Maya 2011]&lt;br /&gt;
* [http://www.youtube.com/watch?v=IP6AwFNkmm8 Humanik Maya 2012 Part 6]&lt;br /&gt;
&lt;br /&gt;
For older versions of Maya please see the [[#Motion Transfer and Custom Rigs]] section. Recommended format for import/export with older versions of Maya is FBX.&lt;br /&gt;
&lt;br /&gt;
=== FBX ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports FBX format for import/export of animations and characters. By default, iPiStudio exports animations in FBX 6.0 format using FBX SDK 2012. If your target character is in FBX 7.0 or newer format, iPiStudio will export retargeted animation in FBX 2012 format. &lt;br /&gt;
&lt;br /&gt;
Some applications do not use latest FBX SDK and may have problems importing newer version FBX files. In case of problems, your can use Autodesk's free [http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;amp;id=10775855 FBX Converter] to convert your animation file to appropriate FBX version. &lt;br /&gt;
&lt;br /&gt;
=== COLLADA ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports [http://collada.org COLLADA] format for import/export of animations and characters. Current version of iPi Studio exports COLLADA animations as matrices. In case if you encounter incompatibilities with other applications' implementation of COLLADA format, we recommend using Autodesk's free [http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;amp;id=10775855 FBX Converter] to convert your data between FBX and COLLADA formats. FBX is known to be more universally supported in many 3D graphics packages. &lt;br /&gt;
&lt;br /&gt;
=== LightWave ===&lt;br /&gt;
&lt;br /&gt;
Recommended format for importing target characters from LightWave to iPi Studio is FBX. Recommended format for bringing animations from iPi Studio to LightWave is BVH or FBX. &lt;br /&gt;
&lt;br /&gt;
=== SoftImage|XSI ===&lt;br /&gt;
&lt;br /&gt;
Our user Eric Cosky published a tutorial on using iPiStudio with SoftImage|XSI:&lt;br /&gt;
&lt;br /&gt;
http://www.ipisoft.com/forum/viewtopic.php?f=13&amp;amp;p=9660#p9660&lt;br /&gt;
&lt;br /&gt;
=== Poser ===&lt;br /&gt;
&lt;br /&gt;
Export your poser character in T-pose in BVH format (File-&amp;gt;Export). Import your Poser character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your Poser character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for Poser.&lt;br /&gt;
&lt;br /&gt;
Poser 8 has a bug with incorrect wrists animation import. The bug can be reproduced as follows: export Poser 8 character in T-pose in BVH format; import your character back into Poser 8; note how wrists are twisted unnaturally as the result. &lt;br /&gt;
&lt;br /&gt;
A workaround for wrists bug is to chop off wrists from your Poser 8 skeleton (for instance using BVHacker) before importing Poser 8 target character into iPi Studio. Missing wrists should not cause any problems during motion transfer in iPi Studio if your BVH file is edited correctly. Poser will ignore missing wrists when importing resulting motion so the resulting motion will look right in Poser (wrists in default pose as expected).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step1.png|thumb|300px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step2.png|thumb|300px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step3.png|thumb|300px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step4.png|thumb|300px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== DAZ 3D ===&lt;br /&gt;
&lt;br /&gt;
The workflow for DAZ 3D is very similar to Poser. Import your DAZ 3D character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your DAZ 3D character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for DAZ 3D.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT''': You can use DAZ character in COLLADA (.dae) format for preview, but it is strongly recommended that you use DAZ character in BVH format for motion transfer. DAZ3D has a problem with COLLADA (.dae) format: DAZ3D Studio does not export all bones into COLLADA (.dae). In particular, the following bones are not exported: '''eyeBrow''', '''bodyMorphs'''. DAZ3D Studio does not use bone names when importing motions; instead, DAZ3D Studio just takes rotations from the list of angles as though it was a flat list with exactly the same positions as in DAZ3D internal skeleton. As the result, when you transfer the motion to a COLLADA character and import it back into DAZ3D, the motion will look wrong. iPiStudio displays a warning about this. To avoid this problem, import your DAZ target character in BVH format - DAZ3D Studio is known to export characters in BVH format correctly (with all bones).&lt;br /&gt;
&lt;br /&gt;
You can improve accuracy of motion transfer by doing some additional preparation of your DAZ 3D skeleton in BVH format. For DAZ 3D Michael 4.0 and similar characters, you may need to clamp thigh joint rotation to zero to avoid unnatural leg bending. For DAZ 3D Victoria 4.0, you may need to adjust foot joint rotation to change the default “high heels“ foot pose to a more natural foot pose. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step1.png|thumb|300px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step2.png|thumb|300px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step3.png|thumb|300px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step4.png|thumb|300px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step5.png|thumb|300px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== iClone ===&lt;br /&gt;
&lt;br /&gt;
Current version of iPi Studio can only export animation in iClone-compatible BVH format. The iMotion format is not supported as of yet. That means you will need iClone PRO to be able to import the motion into iClone. Standard and EX versions of iClone do not have BVH Converter and therefore cannot import BVH files. &lt;br /&gt;
&lt;br /&gt;
Workflow for iClone is straightforward. Export your animation using “Export Animation for iClone” menu item. Go to Animation tab in iClone and launch BVH Converter. Import your BVH file with Default profile, click “Convert” and save the resulting animation in iMotion format. Now your animation can be applied to iClone characters. &lt;br /&gt;
&lt;br /&gt;
iClone expects an animation sampled at 15 frames per seconds. For other frame rates, you may need to create a custom BVH Converter profile by copying Default profile and editing “Frame Rate” setting. &lt;br /&gt;
&lt;br /&gt;
BVH Converted in iClone 4 has a bug that causes distortion of legs animation. iPi Studio exports an iClone-optimized BVH correctly as can be verified by reviewing exported BVH motion in BVHacker or MotionBuilder or other third-party application. No workaround is known. We recommend that you contact iClone developers about this bug as it is out of control of iPi Soft.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step1.png|thumb|300px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step2.png|thumb|300px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step3.png|thumb|300px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step4.png|thumb|300px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step5.png|thumb|300px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Animeeple ===&lt;br /&gt;
&lt;br /&gt;
When importing motions into Animeeple, you may need to do the following adjustments:&lt;br /&gt;
* Click “Set first frame” on the “TPose” tab in import dialog.&lt;br /&gt;
* Assign bone mappings on the “Bones” tab:&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Segment&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Bone&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hip&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hips&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;LowerSpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;MiddleSpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Chest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Torso&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Neck&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Neck&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Head&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Head&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Head|Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Clavicle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Collar&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Shoulder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Upper arm&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Forearm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lower arm&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Hand&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hand&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Hand|Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;(R/L)Thigh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Upper leg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Shin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lower leg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Foot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Foot&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Toe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Toe base&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Toe|Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
* Set the scale to 0.01 on the “Size” tab (by default, iPi Studio exports translations in centimeters for BVH files, while Animeeple expects translations in meters).&lt;br /&gt;
* Set “Root position: Y:” to a correct value on the “TPose” tab, or click “Drop to floor”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step1.png|thumb|300px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step2.png|thumb|300px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step3.png|thumb|300px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step4.png|thumb|300px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step5.png|thumb|300px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Valve Source Engine SMD ===&lt;br /&gt;
&lt;br /&gt;
Import .smd file for your Valve Source Engine character into iPi Studio via “File-&amp;gt;Import Target Character” menu item. Your animation will be transferred to your character. Now you can use File-&amp;gt;Export Animation to export your animation in Valve Source Engine SMD format.&lt;br /&gt;
&lt;br /&gt;
Our user '''Cra0kalo''' created an example [http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;t=4928 Valve Biped rig for use with 3D MAX]. It may be useful if you wish to apply more then one capture through MotionBuilder or edit the custom keyframes in MAX. &lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
iPiStudio can export animations in Blender-friendly BVH format (File-&amp;gt;Export animation for Blender).&lt;br /&gt;
&lt;br /&gt;
Our user '''radiac''' published a tutorial about bringing animations to Blender (please note that this tutorial is a bit outdated as it does not take advantage of Blender-friendly export option): &lt;br /&gt;
&lt;br /&gt;
[http://www.ipisoft.com/forum/viewtopic.php?f=3&amp;amp;t=4748 Tutorial - iPi Export bvh-file in Blender]&lt;br /&gt;
&lt;br /&gt;
=== Cinema4D ===&lt;br /&gt;
&lt;br /&gt;
If you have experience with Cinema4D please help to expand this Wiki by posting Cinema4D import/export tips to [http://www.ipisoft.com/forum/viewforum.php?f=3 Community Tutorials] section of our user forum. &lt;br /&gt;
&lt;br /&gt;
=== Evolver ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports importing of skinned [http://www.evolver.com Evolver] characters in COLLADA or FBX format. Import your Evolver character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be retargeted to your Evolver character. Now you can use File-&amp;gt;Export Animation to export your animation.&lt;br /&gt;
&lt;br /&gt;
Evolver offers several different skeletons for Evolver characters. Here is an example motion transfer profile for Evolver &amp;quot;Gaming&amp;quot; skeleton: [http://www.ipisoft.com/downloads/motion_transfer_profiles/evolver_game.profile.xml evolver_game.profile.xml]&lt;br /&gt;
&lt;br /&gt;
[[File:Evolver_example.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Second Life ===&lt;br /&gt;
&lt;br /&gt;
Import your Second Life character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your Second Life character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for Second Life.&lt;br /&gt;
&lt;br /&gt;
[http://wiki.secondlife.com/wiki/How_to_create_animations#Setting_up_Poser SecondLife documentation] contains a link to useful [http://static-secondlife-com.s3.amazonaws.com/downloads/avatar/avatar_mesh.zip SL avatar files]. The ZIP file includes a BVH of the &amp;quot;default pose&amp;quot;. Be sure to have that.&lt;br /&gt;
&lt;br /&gt;
See the discussion on our Forum for additional details: http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;p=7845&lt;br /&gt;
&lt;br /&gt;
=== Massive ===&lt;br /&gt;
&lt;br /&gt;
Please see our user forum for a discussion of animation import/export for [http://www.massivesoftware.com/ Massive]: &lt;br /&gt;
&lt;br /&gt;
http://ipisoft.com/forum/viewtopic.php?f=12&amp;amp;t=3233&lt;br /&gt;
&lt;br /&gt;
=== IKinema WebAnimate ===&lt;br /&gt;
&lt;br /&gt;
Please see the following video tutorial on how to use iPi Studio with [http://www.ikinema.com/webanimate IKinema WebAnimate]:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=a-yJ-O02SLU&lt;br /&gt;
&lt;br /&gt;
=== Jimmy|Rig Pro ===&lt;br /&gt;
&lt;br /&gt;
Please see the following video tutorial on how to use iPi Studio with [http://www.origamidigital.com/typolight/index.php/home.html Jimmy|Rig Pro]:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=wD1keDh3fCk&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Animation_export_and_motion_transfer</id>
		<title>Animation export and motion transfer</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Animation_export_and_motion_transfer"/>
				<updated>2012-05-03T20:59:13Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Use “File-&amp;gt;Export Animation” menu item to export all animation frames from within Region of Interest. &lt;br /&gt;
&lt;br /&gt;
To export animation for specific take, right-click on take and select “Export Animation” item from pop-up menu. &lt;br /&gt;
&lt;br /&gt;
=== Default iPi Character Rig ===&lt;br /&gt;
&lt;br /&gt;
The default skeleton in iPi Studio is optimized for markerless motion capture. It may or may not be suitable as a skeleton for your character. Default iPi skeleton in T-pose has non-zero rotations for all joints. Please note that default iPi skeleton with zero rotations does not represent a meaningful pose and looks like a random pile of bones. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:default_rig.jpg|thumb|300px|Default rig]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:default_rig_with_names.png|thumb|300px|Bone names]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By default iPi Studio exports a T-pose (or a reasonable default pose for custom rig after motion transfer) in the first frame of animation. In case when it is not desired switch off &amp;quot;Export T-pose in first frame&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
=== Motion Transfer and Custom Rigs ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio has integrated motion transfer technology. You can import your character into iPi Studio via “File-&amp;gt;Import Target Character” menu item and your motion will be transferred to your character. You may need to assign bone mappings on the “Export” tab for motion transfer to work correctly. You can save your motion transfer profile to XML file for future use. iPi Studio has pre-configured motion transfer profiles for many popular rigs (see below). &lt;br /&gt;
&lt;br /&gt;
=== MotionBuilder ===&lt;br /&gt;
&lt;br /&gt;
Use the “Export Animation for MotionBuilder” menu item to export your motion in MotionBuilder-friendly BVH format. MotionBuilder-friendly skeleton in T-pose has zero rotations for all joints, with bone names consistent with MotionBuilder conventions. This format may also be convenient for use with other apps like Blender. &lt;br /&gt;
&lt;br /&gt;
=== 3D MAX Biped ===&lt;br /&gt;
&lt;br /&gt;
Use the “Export Animation for 3D MAX” menu item to export your motion in 3D MAX-friendly BVH format. &lt;br /&gt;
&lt;br /&gt;
Create a Biped character in 3D MAX (“Create-&amp;gt;Systems-&amp;gt;Biped”). Go to “Motion” tab. Click “Motion Capture” button and import your BVH file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step1.png|thumb|330px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step2.png|thumb|270px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step3.png|thumb|300px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step4.png|thumb|150px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our user '''Cra0kalo''' created an example [http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;t=4928 Valve Biped rig for use with 3D MAX]. It may be useful if you work with Valve Source Engine characters. &lt;br /&gt;
&lt;br /&gt;
=== Maya ===&lt;br /&gt;
&lt;br /&gt;
Latest versions of Maya (starting with Maya 2011) have a powerful biped animation subsystem called &amp;quot;HumanIK&amp;quot;. Animations exported from iPiStudio in MotionBuilder-friendly format (the “Export Animation for MotionBuilder” menu item) should work fine with Maya 2011 and HumanIK. The following video tutorials can be helpful: &lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=l1hV8BqsCEA Non-Destructive Live Retargeting — Maya 2011 New Features]&lt;br /&gt;
* [http://vimeo.com/24351989 Motion Capture Workflow With Maya 2011]&lt;br /&gt;
* [http://www.youtube.com/watch?v=IP6AwFNkmm8 Humanik Maya 2012 Part 6]&lt;br /&gt;
&lt;br /&gt;
For older versions of Maya please see the [[#Motion Transfer and Custom Rigs]] section. Recommended format for import/export with older versions of Maya is FBX.&lt;br /&gt;
&lt;br /&gt;
=== FBX ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports FBX format for import/export of animations and characters. By default, iPiStudio exports animations in FBX 6.0 format using FBX SDK 2012. If your target character is in FBX 7.0 or newer format, iPiStudio will export retargeted animation in FBX 2012 format. &lt;br /&gt;
&lt;br /&gt;
Some applications do not use latest FBX SDK and may have problems importing newer version FBX files. In case of problems, your can use Autodesk's free [http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;amp;id=10775855 FBX Converter] to convert your animation file to appropriate FBX version. &lt;br /&gt;
&lt;br /&gt;
=== COLLADA ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports [http://collada.org COLLADA] format for import/export of animations and characters. Current version of iPi Studio exports COLLADA animations as matrices. In case if you encounter incompatibilities with other applications' implementation of COLLADA format, we recommend using Autodesk's free [http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;amp;id=10775855 FBX Converter] to convert your data between FBX and COLLADA formats. FBX is known to be more universally supported in many 3D graphics packages. &lt;br /&gt;
&lt;br /&gt;
=== LightWave ===&lt;br /&gt;
&lt;br /&gt;
Recommended format for importing target characters from LightWave to iPi Studio is FBX. Recommended format for bringing animations from iPi Studio to LightWave is BVH or FBX. &lt;br /&gt;
&lt;br /&gt;
=== SoftImage|XSI ===&lt;br /&gt;
&lt;br /&gt;
Our user Eric Cosky published a tutorial on using iPiStudio with SoftImage|XSI:&lt;br /&gt;
&lt;br /&gt;
http://www.ipisoft.com/forum/viewtopic.php?f=13&amp;amp;p=9660#p9660&lt;br /&gt;
&lt;br /&gt;
=== Poser ===&lt;br /&gt;
&lt;br /&gt;
Export your poser character in T-pose in BVH format (File-&amp;gt;Export). Import your Poser character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your Poser character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for Poser.&lt;br /&gt;
&lt;br /&gt;
Poser 8 has a bug with incorrect wrists animation import. The bug can be reproduced as follows: export Poser 8 character in T-pose in BVH format; import your character back into Poser 8; note how wrists are twisted unnaturally as the result. &lt;br /&gt;
&lt;br /&gt;
A workaround for wrists bug is to chop off wrists from your Poser 8 skeleton (for instance using BVHacker) before importing Poser 8 target character into iPi Studio. Missing wrists should not cause any problems during motion transfer in iPi Studio if your BVH file is edited correctly. Poser will ignore missing wrists when importing resulting motion so the resulting motion will look right in Poser (wrists in default pose as expected).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step1.png|thumb|300px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step2.png|thumb|300px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step3.png|thumb|300px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step4.png|thumb|300px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== DAZ 3D ===&lt;br /&gt;
&lt;br /&gt;
The workflow for DAZ 3D is very similar to Poser. Import your DAZ 3D character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your DAZ 3D character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for DAZ 3D.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT''': You can use DAZ character in COLLADA (.dae) format for preview, but it is strongly recommended that you use DAZ character in BVH format for motion transfer. DAZ3D has a problem with COLLADA (.dae) format: DAZ3D Studio does not export all bones into COLLADA (.dae). In particular, the following bones are not exported: '''eyeBrow''', '''bodyMorphs'''. DAZ3D Studio does not use bone names when importing motions; instead, DAZ3D Studio just takes rotations from the list of angles as though it was a flat list with exactly the same positions as in DAZ3D internal skeleton. As the result, when you transfer the motion to a COLLADA character and import it back into DAZ3D, the motion will look wrong. iPiStudio displays a warning about this. To avoid this problem, import your DAZ target character in BVH format - DAZ3D Studio is known to export characters in BVH format correctly (with all bones).&lt;br /&gt;
&lt;br /&gt;
You can improve accuracy of motion transfer by doing some additional preparation of your DAZ 3D skeleton in BVH format. For DAZ 3D Michael 4.0 and similar characters, you may need to clamp thigh joint rotation to zero to avoid unnatural leg bending. For DAZ 3D Victoria 4.0, you may need to adjust foot joint rotation to change the default “high heels“ foot pose to a more natural foot pose. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step1.png|thumb|300px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step2.png|thumb|300px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step3.png|thumb|300px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step4.png|thumb|300px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step5.png|thumb|300px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== iClone ===&lt;br /&gt;
&lt;br /&gt;
Current version of iPi Studio can only export animation in iClone-compatible BVH format. The iMotion format is not supported as of yet. That means you will need iClone PRO to be able to import the motion into iClone. Standard and EX versions of iClone do not have BVH Converter and therefore cannot import BVH files. &lt;br /&gt;
&lt;br /&gt;
Workflow for iClone is straightforward. Export your animation using “Export Animation for iClone” menu item. Go to Animation tab in iClone and launch BVH Converter. Import your BVH file with Default profile, click “Convert” and save the resulting animation in iMotion format. Now your animation can be applied to iClone characters. &lt;br /&gt;
&lt;br /&gt;
iClone expects an animation sampled at 15 frames per seconds. For other frame rates, you may need to create a custom BVH Converter profile by copying Default profile and editing “Frame Rate” setting. &lt;br /&gt;
&lt;br /&gt;
BVH Converted in iClone 4 has a bug that causes distortion of legs animation. iPi Studio exports an iClone-optimized BVH correctly as can be verified by reviewing exported BVH motion in BVHacker or MotionBuilder or other third-party application. No workaround is known. We recommend that you contact iClone developers about this bug as it is out of control of iPi Soft.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step1.png|thumb|300px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step2.png|thumb|300px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step3.png|thumb|300px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step4.png|thumb|300px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step5.png|thumb|300px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Animeeple ===&lt;br /&gt;
&lt;br /&gt;
When importing motions into Animeeple, you may need to do the following adjustments:&lt;br /&gt;
* Click “Set first frame” on the “TPose” tab in import dialog.&lt;br /&gt;
* Assign bone mappings on the “Bones” tab:&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Segment&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Bone&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hip&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hips&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;LowerSpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;MiddleSpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Chest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Torso&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Neck&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Neck&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Head&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Head&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Head|Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Clavicle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Collar&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Shoulder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Upper arm&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Forearm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lower arm&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Hand&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hand&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Hand|Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;(R/L)Thigh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Upper leg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Shin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lower leg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Foot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Foot&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Toe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Toe base&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Toe|Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
* Set the scale to 0.01 on the “Size” tab (by default, iPi Studio exports translations in centimeters for BVH files, while Animeeple expects translations in meters).&lt;br /&gt;
* Set “Root position: Y:” to a correct value on the “TPose” tab, or click “Drop to floor”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step1.png|thumb|300px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step2.png|thumb|300px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step3.png|thumb|300px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step4.png|thumb|300px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step5.png|thumb|300px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Valve Source Engine SMD ===&lt;br /&gt;
&lt;br /&gt;
Import .smd file for your Valve Source Engine character into iPi Studio via “File-&amp;gt;Import Target Character” menu item. Your animation will be transferred to your character. Now you can use File-&amp;gt;Export Animation to export your animation in Valve Source Engine SMD format.&lt;br /&gt;
&lt;br /&gt;
Our user '''Cra0kalo''' created an example [http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;t=4928 Valve Biped rig for use with 3D MAX]. It may be useful if you wish to apply more then one capture through MotionBuilder or edit the custom keyframes in MAX. &lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
iPiStudio can export animations in Blender-friendly BVH format (File-&amp;gt;Export animation for Blender).&lt;br /&gt;
&lt;br /&gt;
Our user '''radiac''' published a tutorial about bringing animations to Blender (please note that this tutorial is a bit outdated as it does not take advantage of Blender-friendly export option): &lt;br /&gt;
&lt;br /&gt;
[http://www.ipisoft.com/forum/viewtopic.php?f=3&amp;amp;t=4748 Tutorial - iPi Export bvh-file in Blender]&lt;br /&gt;
&lt;br /&gt;
=== Cinema4D ===&lt;br /&gt;
&lt;br /&gt;
If you have experience with Cinema4D please help to expand this Wiki by posting Cinema4D import/export tips to [http://www.ipisoft.com/forum/viewforum.php?f=3 Community Tutorials] section of our user forum. &lt;br /&gt;
&lt;br /&gt;
=== Evolver ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports importing of skinned [http://www.evolver.com Evolver] characters in COLLADA or FBX format. Import your Evolver character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be retargeted to your Evolver character. Now you can use File-&amp;gt;Export Animation to export your animation.&lt;br /&gt;
&lt;br /&gt;
Evolver offers several different skeletons for Evolver characters. Here is an example motion transfer profile for Evolver &amp;quot;Gaming&amp;quot; skeleton: [http://www.ipisoft.com/downloads/motion_transfer_profiles/evolver_game.profile.xml evolver_game.profile.xml]&lt;br /&gt;
&lt;br /&gt;
[[File:Evolver_example.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Second Life ===&lt;br /&gt;
&lt;br /&gt;
Import your Second Life character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your Second Life character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for Second Life.&lt;br /&gt;
&lt;br /&gt;
See the discussion on our Forum for additional details: http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;p=7845&lt;br /&gt;
&lt;br /&gt;
=== Massive ===&lt;br /&gt;
&lt;br /&gt;
Please see our user forum for a discussion of animation import/export for [http://www.massivesoftware.com/ Massive]: &lt;br /&gt;
&lt;br /&gt;
http://ipisoft.com/forum/viewtopic.php?f=12&amp;amp;t=3233&lt;br /&gt;
&lt;br /&gt;
=== IKinema WebAnimate ===&lt;br /&gt;
&lt;br /&gt;
Please see the following video tutorial on how to use iPi Studio with [http://www.ikinema.com/webanimate IKinema WebAnimate]:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=a-yJ-O02SLU&lt;br /&gt;
&lt;br /&gt;
=== Jimmy|Rig Pro ===&lt;br /&gt;
&lt;br /&gt;
Please see the following video tutorial on how to use iPi Studio with [http://www.origamidigital.com/typolight/index.php/home.html Jimmy|Rig Pro]:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=wD1keDh3fCk&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Animation_export_and_motion_transfer</id>
		<title>Animation export and motion transfer</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Animation_export_and_motion_transfer"/>
				<updated>2012-01-28T23:50:17Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Use “File-&amp;gt;Export Animation” menu item to export all animation frames from within Region of Interest. &lt;br /&gt;
&lt;br /&gt;
To export animation for specific take, right-click on take and select “Export Animation” item from pop-up menu. &lt;br /&gt;
&lt;br /&gt;
=== Default iPi Character Rig ===&lt;br /&gt;
&lt;br /&gt;
The default skeleton in iPi Studio is optimized for markerless motion capture. It may or may not be suitable as a skeleton for your character. Default iPi skeleton in T-pose has non-zero rotations for all joints. Please note that default iPi skeleton with zero rotations does not represent a meaningful pose and looks like a random pile of bones. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:default_rig.jpg|thumb|300px|Default rig]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:default_rig_with_names.png|thumb|300px|Bone names]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By default iPi Studio exports a T-pose (or a reasonable default pose for custom rig after motion transfer) in the first frame of animation. In case when it is not desired switch off &amp;quot;Export T-pose in first frame&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
=== Motion Transfer and Custom Rigs ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio has integrated motion transfer technology. You can import your character into iPi Studio via “File-&amp;gt;Import Target Character” menu item and your motion will be transferred to your character. You may need to assign bone mappings on the “Export” tab for motion transfer to work correctly. You can save your motion transfer profile to XML file for future use. iPi Studio has pre-configured motion transfer profiles for many popular rigs (see below). &lt;br /&gt;
&lt;br /&gt;
=== MotionBuilder ===&lt;br /&gt;
&lt;br /&gt;
Use the “Export Animation for MotionBuilder” menu item to export your motion in MotionBuilder-friendly BVH format. MotionBuilder-friendly skeleton in T-pose has zero rotations for all joints, with bone names consistent with MotionBuilder conventions. This format may also be convenient for use with other apps like Blender. &lt;br /&gt;
&lt;br /&gt;
=== 3D MAX Biped ===&lt;br /&gt;
&lt;br /&gt;
Use the “Export Animation for 3D MAX” menu item to export your motion in 3D MAX-friendly BVH format. &lt;br /&gt;
&lt;br /&gt;
Create a Biped character in 3D MAX (“Create-&amp;gt;Systems-&amp;gt;Biped”). Go to “Motion” tab. Click “Motion Capture” button and import your BVH file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step1.png|thumb|330px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step2.png|thumb|270px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step3.png|thumb|300px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step4.png|thumb|150px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our user '''Cra0kalo''' created an example [http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;t=4928 Valve Biped rig for use with 3D MAX]. It may be useful if you work with Valve Source Engine characters. &lt;br /&gt;
&lt;br /&gt;
=== Maya ===&lt;br /&gt;
&lt;br /&gt;
Latest versions of Maya (starting with Maya 2011) have a powerful biped animation subsystem called &amp;quot;HumanIK&amp;quot;. Animations exported from iPiStudio in MotionBuilder-friendly format (the “Export Animation for MotionBuilder” menu item) should work fine with Maya 2011 and HumanIK. The following video tutorials can be helpful: &lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=l1hV8BqsCEA Non-Destructive Live Retargeting — Maya 2011 New Features]&lt;br /&gt;
* [http://vimeo.com/24351989 Motion Capture Workflow With Maya 2011]&lt;br /&gt;
&lt;br /&gt;
For older versions of Maya please see the [[#Motion Transfer and Custom Rigs]] section. Recommended format for import/export with older versions of Maya is FBX.&lt;br /&gt;
&lt;br /&gt;
=== FBX ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports FBX format for import/export of animations and characters. By default, iPiStudio exports animations in FBX 6.0 format using FBX SDK 2012. If your target character is in FBX 7.0 or newer format, iPiStudio will export retargeted animation in FBX 2012 format. &lt;br /&gt;
&lt;br /&gt;
Some applications do not use latest FBX SDK and may have problems importing newer version FBX files. In case of problems, your can use Autodesk's free [http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;amp;id=10775855 FBX Converter] to convert your animation file to appropriate FBX version. &lt;br /&gt;
&lt;br /&gt;
=== COLLADA ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports [http://collada.org COLLADA] format for import/export of animations and characters. Current version of iPi Studio exports COLLADA animations as matrices. In case if you encounter incompatibilities with other applications' implementation of COLLADA format, we recommend using Autodesk's free [http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;amp;id=10775855 FBX Converter] to convert your data between FBX and COLLADA formats. FBX is known to be more universally supported in many 3D graphics packages. &lt;br /&gt;
&lt;br /&gt;
=== LightWave ===&lt;br /&gt;
&lt;br /&gt;
Recommended format for importing target characters from LightWave to iPi Studio is FBX. Recommended format for bringing animations from iPi Studio to LightWave is BVH or FBX. &lt;br /&gt;
&lt;br /&gt;
=== SoftImage|XSI ===&lt;br /&gt;
&lt;br /&gt;
Our user Eric Cosky published a tutorial on using iPiStudio with SoftImage|XSI:&lt;br /&gt;
&lt;br /&gt;
http://www.ipisoft.com/forum/viewtopic.php?f=13&amp;amp;p=9660#p9660&lt;br /&gt;
&lt;br /&gt;
=== Poser ===&lt;br /&gt;
&lt;br /&gt;
Export your poser character in T-pose in BVH format (File-&amp;gt;Export). Import your Poser character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your Poser character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for Poser.&lt;br /&gt;
&lt;br /&gt;
Poser 8 has a bug with incorrect wrists animation import. The bug can be reproduced as follows: export Poser 8 character in T-pose in BVH format; import your character back into Poser 8; note how wrists are twisted unnaturally as the result. &lt;br /&gt;
&lt;br /&gt;
A workaround for wrists bug is to chop off wrists from your Poser 8 skeleton (for instance using BVHacker) before importing Poser 8 target character into iPi Studio. Missing wrists should not cause any problems during motion transfer in iPi Studio if your BVH file is edited correctly. Poser will ignore missing wrists when importing resulting motion so the resulting motion will look right in Poser (wrists in default pose as expected).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step1.png|thumb|300px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step2.png|thumb|300px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step3.png|thumb|300px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step4.png|thumb|300px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== DAZ 3D ===&lt;br /&gt;
&lt;br /&gt;
The workflow for DAZ 3D is very similar to Poser. Import your DAZ 3D character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your DAZ 3D character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for DAZ 3D.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT''': You can use DAZ character in COLLADA (.dae) format for preview, but it is strongly recommended that you use DAZ character in BVH format for motion transfer. DAZ3D has a problem with COLLADA (.dae) format: DAZ3D Studio does not export all bones into COLLADA (.dae). In particular, the following bones are not exported: '''eyeBrow''', '''bodyMorphs'''. DAZ3D Studio does not use bone names when importing motions; instead, DAZ3D Studio just takes rotations from the list of angles as though it was a flat list with exactly the same positions as in DAZ3D internal skeleton. As the result, when you transfer the motion to a COLLADA character and import it back into DAZ3D, the motion will look wrong. iPiStudio displays a warning about this. To avoid this problem, import your DAZ target character in BVH format - DAZ3D Studio is known to export characters in BVH format correctly (with all bones).&lt;br /&gt;
&lt;br /&gt;
You can improve accuracy of motion transfer by doing some additional preparation of your DAZ 3D skeleton in BVH format. For DAZ 3D Michael 4.0 and similar characters, you may need to clamp thigh joint rotation to zero to avoid unnatural leg bending. For DAZ 3D Victoria 4.0, you may need to adjust foot joint rotation to change the default “high heels“ foot pose to a more natural foot pose. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step1.png|thumb|300px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step2.png|thumb|300px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step3.png|thumb|300px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step4.png|thumb|300px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step5.png|thumb|300px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== iClone ===&lt;br /&gt;
&lt;br /&gt;
Current version of iPi Studio can only export animation in iClone-compatible BVH format. The iMotion format is not supported as of yet. That means you will need iClone PRO to be able to import the motion into iClone. Standard and EX versions of iClone do not have BVH Converter and therefore cannot import BVH files. &lt;br /&gt;
&lt;br /&gt;
Workflow for iClone is straightforward. Export your animation using “Export Animation for iClone” menu item. Go to Animation tab in iClone and launch BVH Converter. Import your BVH file with Default profile, click “Convert” and save the resulting animation in iMotion format. Now your animation can be applied to iClone characters. &lt;br /&gt;
&lt;br /&gt;
iClone expects an animation sampled at 15 frames per seconds. For other frame rates, you may need to create a custom BVH Converter profile by copying Default profile and editing “Frame Rate” setting. &lt;br /&gt;
&lt;br /&gt;
BVH Converted in iClone 4 has a bug that causes distortion of legs animation. iPi Studio exports an iClone-optimized BVH correctly as can be verified by reviewing exported BVH motion in BVHacker or MotionBuilder or other third-party application. No workaround is known. We recommend that you contact iClone developers about this bug as it is out of control of iPi Soft.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step1.png|thumb|300px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step2.png|thumb|300px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step3.png|thumb|300px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step4.png|thumb|300px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step5.png|thumb|300px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Animeeple ===&lt;br /&gt;
&lt;br /&gt;
When importing motions into Animeeple, you may need to do the following adjustments:&lt;br /&gt;
* Click “Set first frame” on the “TPose” tab in import dialog.&lt;br /&gt;
* Assign bone mappings on the “Bones” tab:&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Segment&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Bone&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hip&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hips&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;LowerSpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;MiddleSpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Chest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Torso&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Neck&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Neck&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Head&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Head&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Head|Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Clavicle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Collar&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Shoulder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Upper arm&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Forearm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lower arm&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Hand&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hand&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Hand|Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;(R/L)Thigh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Upper leg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Shin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lower leg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Foot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Foot&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Toe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Toe base&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Toe|Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
* Set the scale to 0.01 on the “Size” tab (by default, iPi Studio exports translations in centimeters for BVH files, while Animeeple expects translations in meters).&lt;br /&gt;
* Set “Root position: Y:” to a correct value on the “TPose” tab, or click “Drop to floor”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step1.png|thumb|300px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step2.png|thumb|300px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step3.png|thumb|300px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step4.png|thumb|300px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step5.png|thumb|300px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Valve Source Engine SMD ===&lt;br /&gt;
&lt;br /&gt;
Import .smd file for your Valve Source Engine character into iPi Studio via “File-&amp;gt;Import Target Character” menu item. Your animation will be transferred to your character. Now you can use File-&amp;gt;Export Animation to export your animation in Valve Source Engine SMD format.&lt;br /&gt;
&lt;br /&gt;
Our user '''Cra0kalo''' created an example [http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;t=4928 Valve Biped rig for use with 3D MAX]. It may be useful if you wish to apply more then one capture through MotionBuilder or edit the custom keyframes in MAX. &lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
iPiStudio can export animations in Blender-friendly BVH format (File-&amp;gt;Export animation for Blender).&lt;br /&gt;
&lt;br /&gt;
Our user '''radiac''' published a tutorial about bringing animations to Blender (please note that this tutorial is a bit outdated as it does not take advantage of Blender-friendly export option): &lt;br /&gt;
&lt;br /&gt;
[http://www.ipisoft.com/forum/viewtopic.php?f=3&amp;amp;t=4748 Tutorial - iPi Export bvh-file in Blender]&lt;br /&gt;
&lt;br /&gt;
=== Cinema4D ===&lt;br /&gt;
&lt;br /&gt;
If you have experience with Cinema4D please help to expand this Wiki by posting Cinema4D import/export tips to [http://www.ipisoft.com/forum/viewforum.php?f=3 Community Tutorials] section of our user forum. &lt;br /&gt;
&lt;br /&gt;
=== Evolver ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports importing of skinned [http://www.evolver.com Evolver] characters in COLLADA or FBX format. Import your Evolver character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be retargeted to your Evolver character. Now you can use File-&amp;gt;Export Animation to export your animation.&lt;br /&gt;
&lt;br /&gt;
Evolver offers several different skeletons for Evolver characters. Here is an example motion transfer profile for Evolver &amp;quot;Gaming&amp;quot; skeleton: [http://www.ipisoft.com/downloads/motion_transfer_profiles/evolver_game.profile.xml evolver_game.profile.xml]&lt;br /&gt;
&lt;br /&gt;
[[File:Evolver_example.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Second Life ===&lt;br /&gt;
&lt;br /&gt;
Import your Second Life character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your Second Life character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for Second Life.&lt;br /&gt;
&lt;br /&gt;
See the discussion on our Forum for additional details: http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;p=7845&lt;br /&gt;
&lt;br /&gt;
=== Massive ===&lt;br /&gt;
&lt;br /&gt;
Please see our user forum for a discussion of animation import/export for [http://www.massivesoftware.com/ Massive]: &lt;br /&gt;
&lt;br /&gt;
http://ipisoft.com/forum/viewtopic.php?f=12&amp;amp;t=3233&lt;br /&gt;
&lt;br /&gt;
=== IKinema WebAnimate ===&lt;br /&gt;
&lt;br /&gt;
Please see the following video tutorial on how to use iPi Studio with [http://www.ikinema.com/webanimate IKinema WebAnimate]:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=a-yJ-O02SLU&lt;br /&gt;
&lt;br /&gt;
=== Jimmy|Rig Pro ===&lt;br /&gt;
&lt;br /&gt;
Please see the following video tutorial on how to use iPi Studio with [http://www.origamidigital.com/typolight/index.php/home.html Jimmy|Rig Pro]:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=wD1keDh3fCk&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Animation_export_and_motion_transfer</id>
		<title>Animation export and motion transfer</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Animation_export_and_motion_transfer"/>
				<updated>2012-01-04T15:42:47Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Use “File-&amp;gt;Export Animation” menu item to export all animation frames from within Region of Interest. &lt;br /&gt;
&lt;br /&gt;
To export animation for specific take, right-click on take and select “Export Animation” item from pop-up menu. &lt;br /&gt;
&lt;br /&gt;
=== Default iPi Character Rig ===&lt;br /&gt;
&lt;br /&gt;
The default skeleton in iPi Studio is optimized for markerless motion capture. It may or may not be suitable as a skeleton for your character. Default iPi skeleton in T-pose has non-zero rotations for all joints. Please note that default iPi skeleton with zero rotations does not represent a meaningful pose and looks like a random pile of bones. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:default_rig.jpg|thumb|300px|Default rig]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:default_rig_with_names.png|thumb|300px|Bone names]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By default iPi Studio exports a T-pose (or a reasonable default pose for custom rig after motion transfer) in the first frame of animation. In case when it is not desired switch off &amp;quot;Export T-pose in first frame&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
=== Motion Transfer and Custom Rigs ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio has integrated motion transfer technology. You can import your character into iPi Studio via “File-&amp;gt;Import Target Character” menu item and your motion will be transferred to your character. You may need to assign bone mappings on the “Export” tab for motion transfer to work correctly. You can save your motion transfer profile to XML file for future use. iPi Studio has pre-configured motion transfer profiles for many popular rigs (see below). &lt;br /&gt;
&lt;br /&gt;
=== MotionBuilder ===&lt;br /&gt;
&lt;br /&gt;
Use the “Export Animation for MotionBuilder” menu item to export your motion in MotionBuilder-friendly BVH format. MotionBuilder-friendly skeleton in T-pose has zero rotations for all joints, with bone names consistent with MotionBuilder conventions. This format may also be convenient for use with other apps like Blender. &lt;br /&gt;
&lt;br /&gt;
=== 3D MAX Biped ===&lt;br /&gt;
&lt;br /&gt;
Use the “Export Animation for 3D MAX” menu item to export your motion in 3D MAX-friendly BVH format. &lt;br /&gt;
&lt;br /&gt;
Create a Biped character in 3D MAX (“Create-&amp;gt;Systems-&amp;gt;Biped”). Go to “Motion” tab. Click “Motion Capture” button and import your BVH file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step1.png|thumb|330px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step2.png|thumb|270px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step3.png|thumb|300px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step4.png|thumb|150px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our user '''Cra0kalo''' created an example [http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;t=4928 Valve Biped rig for use with 3D MAX]. It may be useful if you work with Valve Source Engine characters. &lt;br /&gt;
&lt;br /&gt;
=== Maya ===&lt;br /&gt;
&lt;br /&gt;
Latest versions of Maya (starting with Maya 2011) have a powerful biped animation subsystem called &amp;quot;HumanIK&amp;quot;. Animations exported from iPiStudio in MotionBuilder-friendly format (the “Export Animation for MotionBuilder” menu item) should work fine with Maya 2011 and HumanIK. The following video tutorials can be helpful: &lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=l1hV8BqsCEA Non-Destructive Live Retargeting — Maya 2011 New Features]&lt;br /&gt;
* [http://vimeo.com/24351989 Motion Capture Workflow With Maya 2011]&lt;br /&gt;
&lt;br /&gt;
For older versions of Maya please see the [[#Motion Transfer and Custom Rigs]] section. Recommended format for import/export with older versions of Maya is FBX.&lt;br /&gt;
&lt;br /&gt;
=== FBX ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports FBX format for import/export of animations and characters. By default, iPiStudio exports animations in FBX 6.0 format using FBX SDK 2012. If your target character is in FBX 7.0 or newer format, iPiStudio will export retargeted animation in FBX 2012 format. &lt;br /&gt;
&lt;br /&gt;
Some applications do not use latest FBX SDK and may have problems importing newer version FBX files. In case of problems, your can use Autodesk's free [http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;amp;id=10775855 FBX Converter] to convert your animation file to appropriate FBX version. &lt;br /&gt;
&lt;br /&gt;
=== COLLADA ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports [http://collada.org COLLADA] format for import/export of animations and characters. Current version of iPi Studio exports COLLADA animations as matrices. In case if you encounter incompatibilities with other applications' implementation of COLLADA format, we recommend using Autodesk's free [http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;amp;id=10775855 FBX Converter] to convert your data between FBX and COLLADA formats. FBX is known to be more universally supported in many 3D graphics packages. &lt;br /&gt;
&lt;br /&gt;
=== LightWave ===&lt;br /&gt;
&lt;br /&gt;
Recommended format for importing target characters from LightWave to iPi Studio is FBX. Recommended format for bringing animations from iPi Studio to LightWave is BVH or FBX. &lt;br /&gt;
&lt;br /&gt;
=== SoftImage|XSI ===&lt;br /&gt;
&lt;br /&gt;
Our user Eric Cosky published a tutorial on using iPiStudio with SoftImage|XSI:&lt;br /&gt;
&lt;br /&gt;
http://www.ipisoft.com/forum/viewtopic.php?f=13&amp;amp;p=9660#p9660&lt;br /&gt;
&lt;br /&gt;
=== Poser ===&lt;br /&gt;
&lt;br /&gt;
Export your poser character in T-pose in BVH format (File-&amp;gt;Export). Import your Poser character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your Poser character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for Poser.&lt;br /&gt;
&lt;br /&gt;
Poser 8 has a bug with incorrect wrists animation import. The bug can be reproduced as follows: export Poser 8 character in T-pose in BVH format; import your character back into Poser 8; note how wrists are twisted unnaturally as the result. &lt;br /&gt;
&lt;br /&gt;
A workaround for wrists bug is to chop off wrists from your Poser 8 skeleton (for instance using BVHacker) before importing Poser 8 target character into iPi Studio. Missing wrists should not cause any problems during motion transfer in iPi Studio if your BVH file is edited correctly. Poser will ignore missing wrists when importing resulting motion so the resulting motion will look right in Poser (wrists in default pose as expected).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step1.png|thumb|300px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step2.png|thumb|300px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step3.png|thumb|300px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step4.png|thumb|300px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== DAZ 3D ===&lt;br /&gt;
&lt;br /&gt;
The workflow for DAZ 3D is very similar to Poser. Import your DAZ 3D character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your DAZ 3D character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for DAZ 3D.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT''': You can use DAZ character in COLLADA (.dae) format for preview, but it is strongly recommended that you use DAZ character in BVH format for motion transfer. DAZ3D has a problem with COLLADA (.dae) format: DAZ3D Studio does not export all bones into COLLADA (.dae). In particular, the following bones are not exported: '''eyeBrow''', '''bodyMorphs'''. DAZ3D Studio does not use bone names when importing motions; instead, DAZ3D Studio just takes rotations from the list of angles as though it was a flat list with exactly the same positions as in DAZ3D internal skeleton. As the result, when you transfer the motion to a COLLADA character and import it back into DAZ3D, the motion will look wrong. iPiStudio displays a warning about this. To avoid this problem, import your DAZ target character in BVH format - DAZ3D Studio is known to export characters in BVH format correctly (with all bones).&lt;br /&gt;
&lt;br /&gt;
You can improve accuracy of motion transfer by doing some additional preparation of your DAZ 3D skeleton in BVH format. For DAZ 3D Michael 4.0 and similar characters, you may need to clamp thigh joint rotation to zero to avoid unnatural leg bending. For DAZ 3D Victoria 4.0, you may need to adjust foot joint rotation to change the default “high heels“ foot pose to a more natural foot pose. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step1.png|thumb|300px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step2.png|thumb|300px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step3.png|thumb|300px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step4.png|thumb|300px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step5.png|thumb|300px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== iClone ===&lt;br /&gt;
&lt;br /&gt;
Current version of iPi Studio can only export animation in iClone-compatible BVH format. The iMotion format is not supported as of yet. That means you will need iClone PRO to be able to import the motion into iClone. Standard and EX versions of iClone do not have BVH Converter and therefore cannot import BVH files. &lt;br /&gt;
&lt;br /&gt;
Workflow for iClone is straightforward. Export your animation using “Export Animation for iClone” menu item. Go to Animation tab in iClone and launch BVH Converter. Import your BVH file with Default profile, click “Convert” and save the resulting animation in iMotion format. Now your animation can be applied to iClone characters. &lt;br /&gt;
&lt;br /&gt;
iClone expects an animation sampled at 15 frames per seconds. For other frame rates, you may need to create a custom BVH Converter profile by copying Default profile and editing “Frame Rate” setting. &lt;br /&gt;
&lt;br /&gt;
BVH Converted in iClone 4 has a bug that causes distortion of legs animation. iPi Studio exports an iClone-optimized BVH correctly as can be verified by reviewing exported BVH motion in BVHacker or MotionBuilder or other third-party application. No workaround is known. We recommend that you contact iClone developers about this bug as it is out of control of iPi Soft.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step1.png|thumb|300px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step2.png|thumb|300px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step3.png|thumb|300px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step4.png|thumb|300px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step5.png|thumb|300px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Animeeple ===&lt;br /&gt;
&lt;br /&gt;
When importing motions into Animeeple, you may need to do the following adjustments:&lt;br /&gt;
* Click “Set first frame” on the “TPose” tab in import dialog.&lt;br /&gt;
* Assign bone mappings on the “Bones” tab:&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Segment&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Bone&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hip&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hips&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;LowerSpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;MiddleSpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Chest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Torso&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Neck&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Neck&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Head&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Head&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Head|Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Clavicle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Collar&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Shoulder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Upper arm&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Forearm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lower arm&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Hand&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hand&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Hand|Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;(R/L)Thigh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Upper leg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Shin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lower leg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Foot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Foot&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Toe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Toe base&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Toe|Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
* Set the scale to 0.01 on the “Size” tab (by default, iPi Studio exports translations in centimeters for BVH files, while Animeeple expects translations in meters).&lt;br /&gt;
* Set “Root position: Y:” to a correct value on the “TPose” tab, or click “Drop to floor”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step1.png|thumb|300px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step2.png|thumb|300px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step3.png|thumb|300px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step4.png|thumb|300px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step5.png|thumb|300px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Valve Source Engine SMD ===&lt;br /&gt;
&lt;br /&gt;
Import .smd file for your Valve Source Engine character into iPi Studio via “File-&amp;gt;Import Target Character” menu item. Your animation will be transferred to your character. Now you can use File-&amp;gt;Export Animation to export your animation in Valve Source Engine SMD format.&lt;br /&gt;
&lt;br /&gt;
Our user '''Cra0kalo''' created an example [http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;t=4928 Valve Biped rig for use with 3D MAX]. It may be useful if you wish to apply more then one capture through MotionBuilder or edit the custom keyframes in MAX. &lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
&lt;br /&gt;
iPiStudio can export animations in Blender-friendly BVH format (File-&amp;gt;Export animation for Blender).&lt;br /&gt;
&lt;br /&gt;
Our user '''radiac''' published a tutorial about bringing animations to Blender (please note that this tutorial is a bit outdated as it does not take advantage of Blender-friendly export option): &lt;br /&gt;
&lt;br /&gt;
[http://www.ipisoft.com/forum/viewtopic.php?f=3&amp;amp;t=4748 Tutorial - iPi Export bvh-file in Blender]&lt;br /&gt;
&lt;br /&gt;
=== Cinema4D ===&lt;br /&gt;
&lt;br /&gt;
If you have experience with Cinema4D please help to expand this Wiki by posting Cinema4D import/export tips to [http://www.ipisoft.com/forum/viewforum.php?f=3 Community Tutorials] section of our user forum. &lt;br /&gt;
&lt;br /&gt;
=== Evolver ===&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports importing of skinned [http://www.evolver.com Evolver] characters in COLLADA or FBX format. Import your Evolver character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be retargeted to your Evolver character. Now you can use File-&amp;gt;Export Animation to export your animation.&lt;br /&gt;
&lt;br /&gt;
Evolver offers several different skeletons for Evolver characters. Here is an example motion transfer profile for Evolver &amp;quot;Gaming&amp;quot; skeleton: [http://www.ipisoft.com/downloads/motion_transfer_profiles/evolver_game.profile.xml evolver_game.profile.xml]&lt;br /&gt;
&lt;br /&gt;
[[File:Evolver_example.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Second Life ===&lt;br /&gt;
&lt;br /&gt;
Import your Second Life character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your Second Life character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for Second Life.&lt;br /&gt;
&lt;br /&gt;
See the discussion on our Forum for additional details: http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;p=7845&lt;br /&gt;
&lt;br /&gt;
=== Massive ===&lt;br /&gt;
&lt;br /&gt;
Please see our user forum for a discussion of animation import/export for [http://www.massivesoftware.com/ Massive]: &lt;br /&gt;
&lt;br /&gt;
http://ipisoft.com/forum/viewtopic.php?f=12&amp;amp;t=3233&lt;br /&gt;
&lt;br /&gt;
=== IKinema WebAnimate ===&lt;br /&gt;
&lt;br /&gt;
Please see the following video tutorial on how to use iPi Studio with [http://www.ikinema.com/webanimate IKinema WebAnimate]:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=a-yJ-O02SLU&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/User_Guide_for_Multiple_PlayStation_Eye_Cameras_Configuration_(printable_version)</id>
		<title>User Guide for Multiple PlayStation Eye Cameras Configuration (printable version)</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/User_Guide_for_Multiple_PlayStation_Eye_Cameras_Configuration_(printable_version)"/>
				<updated>2011-12-08T21:12:48Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Quick Start Guide =&lt;br /&gt;
{{:Quick Start Guide}}&lt;br /&gt;
&lt;br /&gt;
= Cameras and accessories =&lt;br /&gt;
{{:Cameras and accessories}}&lt;br /&gt;
&lt;br /&gt;
{{:USB controllers}}&lt;br /&gt;
&lt;br /&gt;
= Environment and actor clothing =&lt;br /&gt;
{{:Environment and actor clothing}}&lt;br /&gt;
&lt;br /&gt;
= Video recording basics =&lt;br /&gt;
{{:Video recording}}&lt;br /&gt;
&lt;br /&gt;
= Scene Setup =&lt;br /&gt;
{{:Scene Setup}}&lt;br /&gt;
&lt;br /&gt;
= Calibration =&lt;br /&gt;
{{:Calibration}}&lt;br /&gt;
&lt;br /&gt;
= Recording actor's performance =&lt;br /&gt;
{{:Recording actor's performance}}&lt;br /&gt;
&lt;br /&gt;
= Processing video file in iPiStudio =&lt;br /&gt;
{{:Processing video file in iPiStudio}}&lt;br /&gt;
&lt;br /&gt;
= Clean-up =&lt;br /&gt;
{{:Clean-up}}&lt;br /&gt;
&lt;br /&gt;
= Animation export and motion transfer =&lt;br /&gt;
{{:Animation export and motion transfer}}&lt;br /&gt;
&lt;br /&gt;
= Troubleshooting =&lt;br /&gt;
{{:Troubleshooting}}&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/User_Guide_for_Single_Depth_Sensor_Configuration_(printable_version)</id>
		<title>User Guide for Single Depth Sensor Configuration (printable version)</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/User_Guide_for_Single_Depth_Sensor_Configuration_(printable_version)"/>
				<updated>2011-12-08T21:11:11Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  System Requirements ==&lt;br /&gt;
* CPU: x86 compatible (Intel Pentium 4 or higher, AMD Athlon or higher), dual- or quad- core is preferable&lt;br /&gt;
* Operating system: Windows 7 (x86 or x64), Windows Vista (x86 or x64), Windows XP SP3 (x86 or x64)&lt;br /&gt;
* Video card: Direct3D 10-capable (Shader Model 4.0) gaming-class graphics card (GeForce GTS 250 or Radeon HD 4850 or better recommended)&lt;br /&gt;
* Microsoft Kinect Sensor (“Depth Sensor”) with separate power adapter&lt;br /&gt;
** ''If you bought &amp;quot;XBox 360 + Kinect&amp;quot; bundle then you need to [http://store.microsoft.com/microsoft/Kinect-Sensor-Power-Supply/product/9A4CFC08 order power adapter]''&lt;br /&gt;
&lt;br /&gt;
= Software installation (Express edition) =&lt;br /&gt;
{{:Software installation (Express edition)}}&lt;br /&gt;
&lt;br /&gt;
= Recording a video from a depth sensor =&lt;br /&gt;
{{:Recording a video from a depth sensor}}&lt;br /&gt;
&lt;br /&gt;
= Actor's performance =&lt;br /&gt;
{{:Recording actor's performance}}&lt;br /&gt;
&lt;br /&gt;
= Processing a video from a depth sensor =&lt;br /&gt;
{{:Processing a video from a depth sensor}}&lt;br /&gt;
&lt;br /&gt;
= Clean-up =&lt;br /&gt;
{{:Clean-up}}&lt;br /&gt;
&lt;br /&gt;
= Animation export and motion transfer =&lt;br /&gt;
{{:Animation export and motion transfer}}&lt;br /&gt;
&lt;br /&gt;
= Troubleshooting =&lt;br /&gt;
{{:Troubleshooting}}&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Recording_actor%27s_performance</id>
		<title>Recording actor's performance</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Recording_actor%27s_performance"/>
				<updated>2011-12-08T21:02:06Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Recommended layout of an action video ==&lt;br /&gt;
&lt;br /&gt;
* No actor at the start of the video&lt;br /&gt;
* Enter the actor. &lt;br /&gt;
* Strike a T-pose.&lt;br /&gt;
* Action&lt;br /&gt;
&lt;br /&gt;
[[Image:No_actor.png|320px|Click to enlarge]][[Image:T-pose.png|320px|Click to enlarge]][[Image:Action.png|320px|Click to enlarge]]&lt;br /&gt;
&lt;br /&gt;
== “No actor at the start of the video” rule ==&lt;br /&gt;
&lt;br /&gt;
Remember to always record a few seconds without actor in view of cameras in the beginning of each video. This is very important. The software will need to see a couple of seconds of background of your scene (no actor) when processing the video. &lt;br /&gt;
&lt;br /&gt;
== T-pose ==&lt;br /&gt;
&lt;br /&gt;
It is preferable to have actor strike a “T-pose” before the actual action. The software will need T-pose for building actor appearance model during tracking.&lt;br /&gt;
&lt;br /&gt;
== Takes ==&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Take Take] is a concept originating from cinematography. In a nutshell, take is a single continuous recorded performance. &lt;br /&gt;
&lt;br /&gt;
Usually it is a good idea to record multiple takes of the same motion, because a lot of things can go wrong for purely artistic reasons. &lt;br /&gt;
&lt;br /&gt;
== Iterations ==&lt;br /&gt;
 &lt;br /&gt;
A common problem with motion capture is “clipping” in resulting 3D character animation. For example, arms entering the body of animated computer-generated character. Many CG characters have various items and attachments like a bullet-proof vest, a fantasy armor or a helmet. It can be easy for an actor to forget about the shape of the CG model. &lt;br /&gt;
&lt;br /&gt;
For this reason, you may need to schedule more than one motion capture session for the same motions. Recommended approach is:&lt;br /&gt;
* Record the videos&lt;br /&gt;
* Process the videos in iPiStudio &lt;br /&gt;
* Import your target character into iPiStudio and review the resulting animation &lt;br /&gt;
* Give feedback to the actor&lt;br /&gt;
* Schedule another motion capture session if needed&lt;br /&gt;
&lt;br /&gt;
== Ian Chisholm's hints on motion capture ==&lt;br /&gt;
&lt;br /&gt;
Ian Chisholm is a [http://en.wikipedia.org/wiki/Machinima machinima] director and actor and the creator of critically acclaimed [http://www.clearskiesthemovie.com/ Clear Skies] machinima series. Below are some hints from [http://www.ipisoft.com/forum/viewtopic.php?f=3&amp;amp;t=5421 his motion capture guide] based on his experience with motion capture for Clear Skies III.&lt;br /&gt;
&lt;br /&gt;
=== Three handy hints for acting out mocap: ===&lt;br /&gt;
&lt;br /&gt;
# Don’t weave and bob around like you’re in a normal conversation – it looks terrible when finally onscreen.  You need to be fairly (but not completely) static when acting.&lt;br /&gt;
&lt;br /&gt;
# If you are recording several lines in one go, make sure you have lead in and lead out between each one, i.e. stand still!  Otherwise, the motions blend into each other and it’s hard to pick a start and end point for each take.&lt;br /&gt;
&lt;br /&gt;
# Stand a bit like a gorilla – have your arms out from your sides: &amp;lt;br&amp;gt; [[File:Gorilla.jpg]] &amp;lt;br&amp;gt; Well, obviously not quite that much.  But anyway, if you don’t, you’ll find the arms clip slightly into the models and they look daft.&lt;br /&gt;
&lt;br /&gt;
If you have a lot of capture to do, you need to strike a balance between short and long recordings.  Aim for 30 seconds to 2 minutes.  Too long is a pain to work on later due to the fiddlyness of setting up takes, and too short means you are forever setting up T-poses.&lt;br /&gt;
&lt;br /&gt;
=== Takes ===&lt;br /&gt;
&lt;br /&gt;
Because motion capture is not a perfect art, and neither is acting, it’s best to perform multiple takes.  I found that three was the best amount for most motion capture.  Take less if it’s a basic move, take more if it’s complex and needs to be more accurate.  It will make life easier for you in the processing stage if you signal the break between takes – I did this by reaching out one arm and holding up fingers to show which take it was.&lt;br /&gt;
&lt;br /&gt;
=== Naming conventions ===&lt;br /&gt;
&lt;br /&gt;
As it’s the same actor looking exactly the same each and every time, and there is no sound, and the capture is in lowres 320*200, you really need to name the files very clearly so that you later know which act, scene, character, and line(s) the capture is for.&lt;br /&gt;
&lt;br /&gt;
My naming convention was based on act, scene, character, page number of the scene, line number, and take number.  You end up with something unpleasant to read like A3S1_JR_P2_L41_t3 but it’s essential when you’ve got 1500 actions to record.&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/File:Gorilla.jpg</id>
		<title>File:Gorilla.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/File:Gorilla.jpg"/>
				<updated>2011-12-08T20:57:52Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Recording_actor%27s_performance</id>
		<title>Recording actor's performance</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Recording_actor%27s_performance"/>
				<updated>2011-12-08T20:57:22Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Recommended layout of an action video ==&lt;br /&gt;
&lt;br /&gt;
* No actor at the start of the video&lt;br /&gt;
* Enter the actor. &lt;br /&gt;
* Strike a T-pose.&lt;br /&gt;
* Action&lt;br /&gt;
&lt;br /&gt;
[[Image:No_actor.png|320px|Click to enlarge]][[Image:T-pose.png|320px|Click to enlarge]][[Image:Action.png|320px|Click to enlarge]]&lt;br /&gt;
&lt;br /&gt;
== “No actor at the start of the video” rule ==&lt;br /&gt;
&lt;br /&gt;
Remember to always record a few seconds without actor in view of cameras in the beginning of each video. This is very important. The software will need to see a couple of seconds of background of your scene (no actor) when processing the video. &lt;br /&gt;
&lt;br /&gt;
== T-pose ==&lt;br /&gt;
&lt;br /&gt;
It is preferable to have actor strike a “T-pose” before the actual action. The software will need T-pose for building actor appearance model during tracking.&lt;br /&gt;
&lt;br /&gt;
== Takes ==&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Take Take] is a concept originating from cinematography. In a nutshell, take is a single continuous recorded performance. &lt;br /&gt;
&lt;br /&gt;
Usually it is a good idea to record multiple takes of the same motion, because a lot of things can go wrong for purely artistic reasons. &lt;br /&gt;
&lt;br /&gt;
== Iterations ==&lt;br /&gt;
 &lt;br /&gt;
A common problem with motion capture is “clipping” in resulting 3D character animation. For example, arms entering the body of animated computer-generated character. Many CG characters have various items and attachments like a bullet-proof vest, a fantasy armor or a helmet. It can be easy for an actor to forget about the shape of the CG model. &lt;br /&gt;
&lt;br /&gt;
For this reason, you may need to schedule more than one motion capture session for the same motions. Recommended approach is:&lt;br /&gt;
* Record the videos&lt;br /&gt;
* Process the videos in iPiStudio &lt;br /&gt;
* Import your target character into iPiStudio and review the resulting animation &lt;br /&gt;
* Give feedback to the actor&lt;br /&gt;
* Schedule another motion capture session if needed&lt;br /&gt;
&lt;br /&gt;
== Ian Chisholm's hints on motion capture ==&lt;br /&gt;
&lt;br /&gt;
Ian Chisholm is a [http://en.wikipedia.org/wiki/Machinima machinima] director and actor and the creator of critically acclaimed [http://www.clearskiesthemovie.com/ Clear Skies] machinima series. Below are some hints from [http://www.ipisoft.com/forum/viewtopic.php?f=3&amp;amp;t=5421 his motion capture guide] based on his experience with motion capture for Clear Skies III.&lt;br /&gt;
&lt;br /&gt;
=== Three handy hints for acting out mocap: ===&lt;br /&gt;
&lt;br /&gt;
# Don’t weave and bob around like you’re in a normal conversation – it looks terrible when finally onscreen.  You need to be fairly (but not completely) static when acting.&lt;br /&gt;
&lt;br /&gt;
# If you are recording several lines in one go, make sure you have lead in and lead out between each one, i.e. stand still!  Otherwise, the motions blend into each other and it’s hard to pick a start and end point for each take.&lt;br /&gt;
&lt;br /&gt;
# Stand a bit like a gorilla – have your arms out from your sides: [[File:Gorilla.jpg]] Well, obviously not quite that much.  But anyway, if you don’t, you’ll find the arms clip slightly into the models and they look daft.&lt;br /&gt;
&lt;br /&gt;
If you have a lot of capture to do, you need to strike a balance between short and long recordings.  Aim for 30 seconds to 2 minutes.  Too long is a pain to work on later due to the fiddlyness of setting up takes, and too short means you are forever setting up T-poses.&lt;br /&gt;
&lt;br /&gt;
=== Takes ===&lt;br /&gt;
&lt;br /&gt;
Because motion capture is not a perfect art, and neither is acting, it’s best to perform multiple takes.  I found that three was the best amount for most motion capture.  Take less if it’s a basic move, take more if it’s complex and needs to be more accurate.  It will make life easier for you in the processing stage if you signal the break between takes – I did this by reaching out one arm and holding up fingers to show which take it was.&lt;br /&gt;
&lt;br /&gt;
=== Naming conventions ===&lt;br /&gt;
&lt;br /&gt;
As it’s the same actor looking exactly the same each and every time, and there is no sound, and the capture is in lowres 320*200, you really need to name the files very clearly so that you later know which act, scene, character, and line(s) the capture is for.&lt;br /&gt;
&lt;br /&gt;
My naming convention was based on act, scene, character, page number of the scene, line number, and take number.  You end up with something unpleasant to read like A3S1_JR_P2_L41_t3 but it’s essential when you’ve got 1500 actions to record.&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Recording_actor%27s_performance</id>
		<title>Recording actor's performance</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Recording_actor%27s_performance"/>
				<updated>2011-12-08T20:53:09Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Recommended layout of an action video ==&lt;br /&gt;
&lt;br /&gt;
* No actor at the start of the video&lt;br /&gt;
* Enter the actor. &lt;br /&gt;
* Strike a T-pose.&lt;br /&gt;
* Action&lt;br /&gt;
&lt;br /&gt;
[[Image:No_actor.png|320px|Click to enlarge]][[Image:T-pose.png|320px|Click to enlarge]][[Image:Action.png|320px|Click to enlarge]]&lt;br /&gt;
&lt;br /&gt;
== “No actor at the start of the video” rule ==&lt;br /&gt;
&lt;br /&gt;
Remember to always record a few seconds without actor in view of cameras in the beginning of each video. This is very important. The software will need to see a couple of seconds of background of your scene (no actor) when processing the video. &lt;br /&gt;
&lt;br /&gt;
== T-pose ==&lt;br /&gt;
&lt;br /&gt;
It is preferable to have actor strike a “T-pose” before the actual action. The software will need T-pose for building actor appearance model during tracking.&lt;br /&gt;
&lt;br /&gt;
== Takes ==&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Take Take] is a concept originating from cinematography. In a nutshell, take is a single continuous recorded performance. &lt;br /&gt;
&lt;br /&gt;
Usually it is a good idea to record multiple takes of the same motion, because a lot of things can go wrong for purely artistic reasons. &lt;br /&gt;
&lt;br /&gt;
== Iterations ==&lt;br /&gt;
 &lt;br /&gt;
A common problem with motion capture is “clipping” in resulting 3D character animation. For example, arms entering the body of animated computer-generated character. Many CG characters have various items and attachments like a bullet-proof vest, a fantasy armor or a helmet. It can be easy for an actor to forget about the shape of the CG model. &lt;br /&gt;
&lt;br /&gt;
For this reason, you may need to schedule more than one motion capture session for the same motions. Recommended approach is:&lt;br /&gt;
* Record the videos&lt;br /&gt;
* Process the videos in iPiStudio &lt;br /&gt;
* Import your target character into iPiStudio and review the resulting animation &lt;br /&gt;
* Give feedback to the actor&lt;br /&gt;
* Schedule another motion capture session if needed&lt;br /&gt;
&lt;br /&gt;
== Ian Chisholm's hints on motion capture ==&lt;br /&gt;
&lt;br /&gt;
Ian Chisholm is an acclaimed [http://en.wikipedia.org/wiki/Machinima machinima] director and actor and the creator of [http://www.clearskiesthemovie.com/ Clear Skies] machinima series. Below are some hints from his experience with motion capture for Clear Skies III.&lt;br /&gt;
&lt;br /&gt;
=== Three handy hints for acting out mocap: ===&lt;br /&gt;
&lt;br /&gt;
# Don’t weave and bob around like you’re in a normal conversation – it looks terrible when finally onscreen.  You need to be fairly (but not completely) static when acting.&lt;br /&gt;
&lt;br /&gt;
# If you are recording several lines in one go, make sure you have lead in and lead out between each one, i.e. stand still!  Otherwise, the motions blend into each other and it’s hard to pick a start and end point for each take.&lt;br /&gt;
&lt;br /&gt;
# Stand a bit like a gorilla – have your arms out from your sides: [[File:Gorilla.jpg]] Well, obviously not quite that much.  But anyway, if you don’t, you’ll find the arms clip slightly into the models and they look daft.&lt;br /&gt;
&lt;br /&gt;
If you have a lot of capture to do, you need to strike a balance between short and long recordings.  Aim for 30 seconds to 2 minutes.  Too long is a pain to work on later due to the fiddlyness of setting up takes, and too short means you are forever setting up T-poses.&lt;br /&gt;
&lt;br /&gt;
=== Takes ===&lt;br /&gt;
&lt;br /&gt;
Because motion capture is not a perfect art, and neither is acting, it’s best to perform multiple takes.  I found that three was the best amount for most motion capture.  Take less if it’s a basic move, take more if it’s complex and needs to be more accurate.  It will make life easier for you in the processing stage if you signal the break between takes – I did this by reaching out one arm and holding up fingers to show which take it was.&lt;br /&gt;
&lt;br /&gt;
=== Naming conventions ===&lt;br /&gt;
&lt;br /&gt;
As it’s the same actor looking exactly the same each and every time, and there is no sound, and the capture is in lowres 320*200, you really need to name the files very clearly so that you later know which act, scene, character, and line(s) the capture is for.&lt;br /&gt;
&lt;br /&gt;
My naming convention was based on act, scene, character, page number of the scene, line number, and take number.  You end up with something unpleasant to read like A3S1_JR_P2_L41_t3 but it’s essential when you’ve got 1500 actions to record.&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Animation_export_and_motion_transfer</id>
		<title>Animation export and motion transfer</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Animation_export_and_motion_transfer"/>
				<updated>2011-12-07T18:00:04Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Use “File-&amp;gt;Export Animation” menu item to export all animation frames from within Region of Interest. &lt;br /&gt;
&lt;br /&gt;
To export animation for specific take, right-click on take and select “Export Animation” item from pop-up menu. &lt;br /&gt;
&lt;br /&gt;
== Default iPi Character Rig ==&lt;br /&gt;
&lt;br /&gt;
The default skeleton in iPi Studio is optimized for markerless motion capture. It may or may not be suitable as a skeleton for your character. Default iPi skeleton in T-pose has non-zero rotations for all joints. Please note that default iPi skeleton with zero rotations does not represent a meaningful pose and looks like a random pile of bones. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:default_rig.jpg|thumb|300px|Default rig]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:default_rig_with_names.png|thumb|300px|Bone names]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By default iPi Studio exports a T-pose (or a reasonable default pose for custom rig after motion transfer) in the first frame of animation. In case when it is not desired switch off &amp;quot;Export T-pose in first frame&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
== Motion Transfer and Custom Rigs ==&lt;br /&gt;
&lt;br /&gt;
iPi Studio has integrated motion transfer technology. You can import your character into iPi Studio via “File-&amp;gt;Import Target Character” menu item and your motion will be transferred to your character. You may need to assign bone mappings on the “Export” tab for motion transfer to work correctly. You can save your motion transfer profile to XML file for future use. iPi Studio has pre-configured motion transfer profiles for many popular rigs (see below). &lt;br /&gt;
&lt;br /&gt;
== MotionBuilder ==&lt;br /&gt;
&lt;br /&gt;
Use the “Export Animation for MotionBuilder” menu item to export your motion in MotionBuilder-friendly BVH format. MotionBuilder-friendly skeleton in T-pose has zero rotations for all joints, with bone names consistent with MotionBuilder conventions. This format may also be convenient for use with other apps like Blender. &lt;br /&gt;
&lt;br /&gt;
== 3D MAX Biped ==&lt;br /&gt;
&lt;br /&gt;
Use the “Export Animation for 3D MAX” menu item to export your motion in 3D MAX-friendly BVH format. &lt;br /&gt;
&lt;br /&gt;
Create a Biped character in 3D MAX (“Create-&amp;gt;Systems-&amp;gt;Biped”). Go to “Motion” tab. Click “Motion Capture” button and import your BVH file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step1.png|thumb|330px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step2.png|thumb|270px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step3.png|thumb|300px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step4.png|thumb|150px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our user '''Cra0kalo''' created an example [http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;t=4928 Valve Biped rig for use with 3D MAX]. It may be useful if you work with Valve Source Engine characters. &lt;br /&gt;
&lt;br /&gt;
== Maya ==&lt;br /&gt;
&lt;br /&gt;
Latest versions of Maya (starting with Maya 2011) have a powerful biped animation subsystem called &amp;quot;HumanIK&amp;quot;. Animations exported from iPiStudio in MotionBuilder-friendly format (the “Export Animation for MotionBuilder” menu item) should work fine with Maya 2011 and HumanIK. The following video tutorials can be helpful: &lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=l1hV8BqsCEA Non-Destructive Live Retargeting — Maya 2011 New Features]&lt;br /&gt;
* [http://vimeo.com/24351989 Motion Capture Workflow With Maya 2011]&lt;br /&gt;
&lt;br /&gt;
For older versions of Maya please see the [[#Motion Transfer and Custom Rigs]] section. Recommended format for import/export with older versions of Maya is FBX.&lt;br /&gt;
&lt;br /&gt;
== FBX ==&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports FBX format for import/export of animations and characters. By default, iPiStudio exports animations in FBX 6.0 format using FBX SDK 2012. If your target character is in FBX 7.0 or newer format, iPiStudio will export retargeted animation in FBX 2012 format. &lt;br /&gt;
&lt;br /&gt;
Some applications do not use latest FBX SDK and may have problems importing newer version FBX files. In case of problems, your can use Autodesk's free [http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;amp;id=10775855 FBX Converter] to convert your animation file to appropriate FBX version. &lt;br /&gt;
&lt;br /&gt;
== COLLADA ==&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports [http://collada.org COLLADA] format for import/export of animations and characters. Current version of iPi Studio exports COLLADA animations as matrices. In case if you encounter incompatibilities with other applications' implementation of COLLADA format, we recommend using Autodesk's free [http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;amp;id=10775855 FBX Converter] to convert your data between FBX and COLLADA formats. FBX is known to be more universally supported in many 3D graphics packages. &lt;br /&gt;
&lt;br /&gt;
== LightWave ==&lt;br /&gt;
&lt;br /&gt;
Recommended format for importing target characters from LightWave to iPi Studio is FBX. Recommended format for bringing animations from iPi Studio to LightWave is BVH or FBX. &lt;br /&gt;
&lt;br /&gt;
== SoftImage|XSI ==&lt;br /&gt;
&lt;br /&gt;
Our user Eric Cosky published a tutorial on using iPiStudio with SoftImage|XSI:&lt;br /&gt;
&lt;br /&gt;
http://www.ipisoft.com/forum/viewtopic.php?f=13&amp;amp;p=9660#p9660&lt;br /&gt;
&lt;br /&gt;
== Poser ==&lt;br /&gt;
&lt;br /&gt;
Export your poser character in T-pose in BVH format (File-&amp;gt;Export). Import your Poser character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your Poser character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for Poser.&lt;br /&gt;
&lt;br /&gt;
Poser 8 has a bug with incorrect wrists animation import. The bug can be reproduced as follows: export Poser 8 character in T-pose in BVH format; import your character back into Poser 8; note how wrists are twisted unnaturally as the result. &lt;br /&gt;
&lt;br /&gt;
A workaround for wrists bug is to chop off wrists from your Poser 8 skeleton (for instance using BVHacker) before importing Poser 8 target character into iPi Studio. Missing wrists should not cause any problems during motion transfer in iPi Studio if your BVH file is edited correctly. Poser will ignore missing wrists when importing resulting motion so the resulting motion will look right in Poser (wrists in default pose as expected).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step1.png|thumb|300px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step2.png|thumb|300px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step3.png|thumb|300px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step4.png|thumb|300px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DAZ 3D ==&lt;br /&gt;
&lt;br /&gt;
The workflow for DAZ 3D is very similar to Poser. Import your DAZ 3D character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your DAZ 3D character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for DAZ 3D.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT''': You can use DAZ character in COLLADA (.dae) format for preview, but it is strongly recommended that you use DAZ character in BVH format for motion transfer. DAZ3D has a problem with COLLADA (.dae) format: DAZ3D Studio does not export all bones into COLLADA (.dae). In particular, the following bones are not exported: '''eyeBrow''', '''bodyMorphs'''. DAZ3D Studio does not use bone names when importing motions; instead, DAZ3D Studio just takes rotations from the list of angles as though it was a flat list with exactly the same positions as in DAZ3D internal skeleton. As the result, when you transfer the motion to a COLLADA character and import it back into DAZ3D, the motion will look wrong. iPiStudio displays a warning about this. To avoid this problem, import your DAZ target character in BVH format - DAZ3D Studio is known to export characters in BVH format correctly (with all bones).&lt;br /&gt;
&lt;br /&gt;
You can improve accuracy of motion transfer by doing some additional preparation of your DAZ 3D skeleton in BVH format. For DAZ 3D Michael 4.0 and similar characters, you may need to clamp thigh joint rotation to zero to avoid unnatural leg bending. For DAZ 3D Victoria 4.0, you may need to adjust foot joint rotation to change the default “high heels“ foot pose to a more natural foot pose. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step1.png|thumb|300px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step2.png|thumb|300px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step3.png|thumb|300px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step4.png|thumb|300px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step5.png|thumb|300px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== iClone ==&lt;br /&gt;
&lt;br /&gt;
Current version of iPi Studio can only export animation in iClone-compatible BVH format. The iMotion format is not supported as of yet. That means you will need iClone PRO to be able to import the motion into iClone. Standard and EX versions of iClone do not have BVH Converter and therefore cannot import BVH files. &lt;br /&gt;
&lt;br /&gt;
Workflow for iClone is straightforward. Export your animation using “Export Animation for iClone” menu item. Go to Animation tab in iClone and launch BVH Converter. Import your BVH file with Default profile, click “Convert” and save the resulting animation in iMotion format. Now your animation can be applied to iClone characters. &lt;br /&gt;
&lt;br /&gt;
iClone expects an animation sampled at 15 frames per seconds. For other frame rates, you may need to create a custom BVH Converter profile by copying Default profile and editing “Frame Rate” setting. &lt;br /&gt;
&lt;br /&gt;
BVH Converted in iClone 4 has a bug that causes distortion of legs animation. iPi Studio exports an iClone-optimized BVH correctly as can be verified by reviewing exported BVH motion in BVHacker or MotionBuilder or other third-party application. No workaround is known. We recommend that you contact iClone developers about this bug as it is out of control of iPi Soft.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step1.png|thumb|300px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step2.png|thumb|300px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step3.png|thumb|300px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step4.png|thumb|300px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step5.png|thumb|300px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animeeple ==&lt;br /&gt;
&lt;br /&gt;
When importing motions into Animeeple, you may need to do the following adjustments:&lt;br /&gt;
* Click “Set first frame” on the “TPose” tab in import dialog.&lt;br /&gt;
* Assign bone mappings on the “Bones” tab:&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Segment&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Bone&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hip&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hips&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;LowerSpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;MiddleSpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Chest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Torso&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Neck&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Neck&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Head&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Head&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Head|Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Clavicle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Collar&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Shoulder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Upper arm&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Forearm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lower arm&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Hand&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hand&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Hand|Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;(R/L)Thigh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Upper leg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Shin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lower leg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Foot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Foot&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Toe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Toe base&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Toe|Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
* Set the scale to 0.01 on the “Size” tab (by default, iPi Studio exports translations in centimeters for BVH files, while Animeeple expects translations in meters).&lt;br /&gt;
* Set “Root position: Y:” to a correct value on the “TPose” tab, or click “Drop to floor”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step1.png|thumb|300px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step2.png|thumb|300px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step3.png|thumb|300px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step4.png|thumb|300px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step5.png|thumb|300px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Valve Source Engine SMD ==&lt;br /&gt;
&lt;br /&gt;
Import .smd file for your Valve Source Engine character into iPi Studio via “File-&amp;gt;Import Target Character” menu item. Your animation will be transferred to your character. Now you can use File-&amp;gt;Export Animation to export your animation in Valve Source Engine SMD format.&lt;br /&gt;
&lt;br /&gt;
Our user '''Cra0kalo''' created an example [http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;t=4928 Valve Biped rig for use with 3D MAX]. It may be useful if you wish to apply more then one capture through MotionBuilder or edit the custom keyframes in MAX. &lt;br /&gt;
&lt;br /&gt;
== Blender ==&lt;br /&gt;
&lt;br /&gt;
iPiStudio can export animations in Blender-friendly BVH format (File-&amp;gt;Export animation for Blender).&lt;br /&gt;
&lt;br /&gt;
Our user '''radiac''' published a tutorial about bringing animations to Blender (please note that this tutorial is a bit outdated as it does not take advantage of Blender-friendly export option): &lt;br /&gt;
&lt;br /&gt;
[http://www.ipisoft.com/forum/viewtopic.php?f=3&amp;amp;t=4748 Tutorial - iPi Export bvh-file in Blender]&lt;br /&gt;
&lt;br /&gt;
== Cinema4D ==&lt;br /&gt;
&lt;br /&gt;
If you have experience with Cinema4D please help to expand this Wiki by posting Cinema4D import/export tips to [http://www.ipisoft.com/forum/viewforum.php?f=3 Community Tutorials] section of our user forum. &lt;br /&gt;
&lt;br /&gt;
== Evolver ==&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports importing of skinned [http://www.evolver.com Evolver] characters in COLLADA or FBX format. Import your Evolver character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be retargeted to your Evolver character. Now you can use File-&amp;gt;Export Animation to export your animation.&lt;br /&gt;
&lt;br /&gt;
Evolver offers several different skeletons for Evolver characters. Here is an example motion transfer profile for Evolver &amp;quot;Gaming&amp;quot; skeleton: [http://www.ipisoft.com/downloads/motion_transfer_profiles/evolver_game.profile.xml evolver_game.profile.xml]&lt;br /&gt;
&lt;br /&gt;
[[File:Evolver_example.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Second Life ==&lt;br /&gt;
&lt;br /&gt;
Import your Second Life character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your Second Life character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for Second Life.&lt;br /&gt;
&lt;br /&gt;
See the discussion on our Forum for additional details: http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;p=7845&lt;br /&gt;
&lt;br /&gt;
== Massive ==&lt;br /&gt;
&lt;br /&gt;
Please see our user forum for a discussion of animation import/export for [http://www.massivesoftware.com/ Massive]: &lt;br /&gt;
&lt;br /&gt;
http://ipisoft.com/forum/viewtopic.php?f=12&amp;amp;t=3233&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Animation_export_and_motion_transfer</id>
		<title>Animation export and motion transfer</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Animation_export_and_motion_transfer"/>
				<updated>2011-12-07T15:29:59Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Use “File-&amp;gt;Export Animation” menu item to export all animation frames from within Region of Interest. &lt;br /&gt;
&lt;br /&gt;
To export animation for specific take, right-click on take and select “Export Animation” item from pop-up menu. &lt;br /&gt;
&lt;br /&gt;
== Default iPi Character Rig ==&lt;br /&gt;
&lt;br /&gt;
The default skeleton in iPi Studio is optimized for markerless motion capture. It may or may not be suitable as a skeleton for your character. Default iPi skeleton in T-pose has non-zero rotations for all joints. Please note that default iPi skeleton with zero rotations does not represent a meaningful pose and looks like a random pile of bones. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:default_rig.jpg|thumb|300px|Default rig]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:default_rig_with_names.png|thumb|300px|Bone names]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By default iPi Studio exports a T-pose (or a reasonable default pose for custom rig after motion transfer) in the first frame of animation. In case when it is not desired switch off &amp;quot;Export T-pose in first frame&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
== Motion Transfer and Custom Rigs ==&lt;br /&gt;
&lt;br /&gt;
iPi Studio has integrated motion transfer technology. You can import your character into iPi Studio via “File-&amp;gt;Import Target Character” menu item and your motion will be transferred to your character. You may need to assign bone mappings on the “Export” tab for motion transfer to work correctly. You can save your motion transfer profile to XML file for future use. iPi Studio has pre-configured motion transfer profiles for many popular rigs (see below). &lt;br /&gt;
&lt;br /&gt;
== MotionBuilder ==&lt;br /&gt;
&lt;br /&gt;
Use the “Export Animation for MotionBuilder” menu item to export your motion in MotionBuilder-friendly BVH format. MotionBuilder-friendly skeleton in T-pose has zero rotations for all joints, with bone names consistent with MotionBuilder conventions. This format may also be convenient for use with other apps like Blender. &lt;br /&gt;
&lt;br /&gt;
== 3D MAX Biped ==&lt;br /&gt;
&lt;br /&gt;
Use the “Export Animation for 3D MAX” menu item to export your motion in 3D MAX-friendly BVH format. &lt;br /&gt;
&lt;br /&gt;
Create a Biped character in 3D MAX (“Create-&amp;gt;Systems-&amp;gt;Biped”). Go to “Motion” tab. Click “Motion Capture” button and import your BVH file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step1.png|thumb|330px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step2.png|thumb|270px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step3.png|thumb|300px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_3dmax_step4.png|thumb|150px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our user '''Cra0kalo''' created an example [http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;t=4928 Valve Biped rig for use with 3D MAX]. It may be useful if you work with Valve Source Engine characters. &lt;br /&gt;
&lt;br /&gt;
== Maya ==&lt;br /&gt;
&lt;br /&gt;
Latest versions of Maya (starting with Maya 2011) have a powerful biped animation subsystem called &amp;quot;HumanIK&amp;quot;. Animations exported from iPiStudio in MotionBuilder-friendly format (the “Export Animation for MotionBuilder” menu item) should work fine with Maya 2011 and HumanIK. The following video tutorials can be helpful: &lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=l1hV8BqsCEA Non-Destructive Live Retargeting — Maya 2011 New Features]&lt;br /&gt;
* [http://vimeo.com/24351989 Motion Capture Workflow With Maya 2011]&lt;br /&gt;
&lt;br /&gt;
For older versions of Maya please see the [[#Motion Transfer and Custom Rigs]] section. Recommended format for import/export with older versions of Maya is FBX.&lt;br /&gt;
&lt;br /&gt;
== FBX ==&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports FBX format for import/export of animations and characters. By default, iPiStudio exports animations in FBX 6.0 format using FBX SDK 2012. If your target character is in FBX 7.0 or newer format, iPiStudio will export retargeted animation in FBX 2012 format. &lt;br /&gt;
&lt;br /&gt;
Some applications do not use latest FBX SDK and may have problems importing newer version FBX files. In case of problems, your can use Autodesk's free [http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;amp;id=10775855 FBX Converter] to convert your animation file to appropriate FBX version. &lt;br /&gt;
&lt;br /&gt;
== COLLADA ==&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports [http://collada.org COLLADA] format for import/export of animations and characters. Current version of iPi Studio exports COLLADA animations as matrices. In case if you encounter incompatibilities with other applications' implementation of COLLADA format, we recommend using Autodesk's free [http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;amp;id=10775855 FBX Converter] to convert your data between FBX and COLLADA formats. FBX is known to be more universally supported in many 3D graphics packages. &lt;br /&gt;
&lt;br /&gt;
== LightWave ==&lt;br /&gt;
&lt;br /&gt;
Recommended format for importing target characters from LightWave to iPi Studio is FBX. Recommended format for bringing animations from iPi Studio to LightWave is BVH or FBX. &lt;br /&gt;
&lt;br /&gt;
== Poser ==&lt;br /&gt;
&lt;br /&gt;
Export your poser character in T-pose in BVH format (File-&amp;gt;Export). Import your Poser character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your Poser character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for Poser.&lt;br /&gt;
&lt;br /&gt;
Poser 8 has a bug with incorrect wrists animation import. The bug can be reproduced as follows: export Poser 8 character in T-pose in BVH format; import your character back into Poser 8; note how wrists are twisted unnaturally as the result. &lt;br /&gt;
&lt;br /&gt;
A workaround for wrists bug is to chop off wrists from your Poser 8 skeleton (for instance using BVHacker) before importing Poser 8 target character into iPi Studio. Missing wrists should not cause any problems during motion transfer in iPi Studio if your BVH file is edited correctly. Poser will ignore missing wrists when importing resulting motion so the resulting motion will look right in Poser (wrists in default pose as expected).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step1.png|thumb|300px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step2.png|thumb|300px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step3.png|thumb|300px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_poser_step4.png|thumb|300px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DAZ 3D ==&lt;br /&gt;
&lt;br /&gt;
The workflow for DAZ 3D is very similar to Poser. Import your DAZ 3D character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your DAZ 3D character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for DAZ 3D.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT''': You can use DAZ character in COLLADA (.dae) format for preview, but it is strongly recommended that you use DAZ character in BVH format for motion transfer. DAZ3D has a problem with COLLADA (.dae) format: DAZ3D Studio does not export all bones into COLLADA (.dae). In particular, the following bones are not exported: '''eyeBrow''', '''bodyMorphs'''. DAZ3D Studio does not use bone names when importing motions; instead, DAZ3D Studio just takes rotations from the list of angles as though it was a flat list with exactly the same positions as in DAZ3D internal skeleton. As the result, when you transfer the motion to a COLLADA character and import it back into DAZ3D, the motion will look wrong. iPiStudio displays a warning about this. To avoid this problem, import your DAZ target character in BVH format - DAZ3D Studio is known to export characters in BVH format correctly (with all bones).&lt;br /&gt;
&lt;br /&gt;
You can improve accuracy of motion transfer by doing some additional preparation of your DAZ 3D skeleton in BVH format. For DAZ 3D Michael 4.0 and similar characters, you may need to clamp thigh joint rotation to zero to avoid unnatural leg bending. For DAZ 3D Victoria 4.0, you may need to adjust foot joint rotation to change the default “high heels“ foot pose to a more natural foot pose. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step1.png|thumb|300px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step2.png|thumb|300px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step3.png|thumb|300px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step4.png|thumb|300px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_daz3d_step5.png|thumb|300px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== iClone ==&lt;br /&gt;
&lt;br /&gt;
Current version of iPi Studio can only export animation in iClone-compatible BVH format. The iMotion format is not supported as of yet. That means you will need iClone PRO to be able to import the motion into iClone. Standard and EX versions of iClone do not have BVH Converter and therefore cannot import BVH files. &lt;br /&gt;
&lt;br /&gt;
Workflow for iClone is straightforward. Export your animation using “Export Animation for iClone” menu item. Go to Animation tab in iClone and launch BVH Converter. Import your BVH file with Default profile, click “Convert” and save the resulting animation in iMotion format. Now your animation can be applied to iClone characters. &lt;br /&gt;
&lt;br /&gt;
iClone expects an animation sampled at 15 frames per seconds. For other frame rates, you may need to create a custom BVH Converter profile by copying Default profile and editing “Frame Rate” setting. &lt;br /&gt;
&lt;br /&gt;
BVH Converted in iClone 4 has a bug that causes distortion of legs animation. iPi Studio exports an iClone-optimized BVH correctly as can be verified by reviewing exported BVH motion in BVHacker or MotionBuilder or other third-party application. No workaround is known. We recommend that you contact iClone developers about this bug as it is out of control of iPi Soft.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step1.png|thumb|300px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step2.png|thumb|300px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step3.png|thumb|300px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step4.png|thumb|300px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_iclone_step5.png|thumb|300px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animeeple ==&lt;br /&gt;
&lt;br /&gt;
When importing motions into Animeeple, you may need to do the following adjustments:&lt;br /&gt;
* Click “Set first frame” on the “TPose” tab in import dialog.&lt;br /&gt;
* Assign bone mappings on the “Bones” tab:&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Segment&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Bone&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hip&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hips&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;LowerSpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;MiddleSpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Chest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Torso&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Neck&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Neck&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Head&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Head&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Head|Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Clavicle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Collar&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Shoulder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Upper arm&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Forearm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lower arm&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Hand&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hand&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Hand|Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;(R/L)Thigh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Upper leg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Shin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lower leg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Foot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Foot&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Toe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Toe base&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;(R/L)Toe|Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;---&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
* Set the scale to 0.01 on the “Size” tab (by default, iPi Studio exports translations in centimeters for BVH files, while Animeeple expects translations in meters).&lt;br /&gt;
* Set “Root position: Y:” to a correct value on the “TPose” tab, or click “Drop to floor”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step1.png|thumb|300px|Step 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step2.png|thumb|300px|Step 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step3.png|thumb|300px|Step 3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step4.png|thumb|300px|Step 4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Image:export_animeeple_step5.png|thumb|300px|Step 5]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Valve Source Engine SMD ==&lt;br /&gt;
&lt;br /&gt;
Import .smd file for your Valve Source Engine character into iPi Studio via “File-&amp;gt;Import Target Character” menu item. Your animation will be transferred to your character. Now you can use File-&amp;gt;Export Animation to export your animation in Valve Source Engine SMD format.&lt;br /&gt;
&lt;br /&gt;
Our user '''Cra0kalo''' created an example [http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;t=4928 Valve Biped rig for use with 3D MAX]. It may be useful if you wish to apply more then one capture through MotionBuilder or edit the custom keyframes in MAX. &lt;br /&gt;
&lt;br /&gt;
== Blender ==&lt;br /&gt;
&lt;br /&gt;
iPiStudio can export animations in Blender-friendly BVH format (File-&amp;gt;Export animation for Blender).&lt;br /&gt;
&lt;br /&gt;
Our user '''radiac''' published a tutorial about bringing animations to Blender (please note that this tutorial is a bit outdated as it does not take advantage of Blender-friendly export option): &lt;br /&gt;
&lt;br /&gt;
[http://www.ipisoft.com/forum/viewtopic.php?f=3&amp;amp;t=4748 Tutorial - iPi Export bvh-file in Blender]&lt;br /&gt;
&lt;br /&gt;
== Cinema4D ==&lt;br /&gt;
&lt;br /&gt;
If you have experience with Cinema4D please help to expand this Wiki by posting Cinema4D import/export tips to [http://www.ipisoft.com/forum/viewforum.php?f=3 Community Tutorials] section of our user forum. &lt;br /&gt;
&lt;br /&gt;
== Evolver ==&lt;br /&gt;
&lt;br /&gt;
iPi Studio supports importing of skinned [http://www.evolver.com Evolver] characters in COLLADA or FBX format. Import your Evolver character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be retargeted to your Evolver character. Now you can use File-&amp;gt;Export Animation to export your animation.&lt;br /&gt;
&lt;br /&gt;
Evolver offers several different skeletons for Evolver characters. Here is an example motion transfer profile for Evolver &amp;quot;Gaming&amp;quot; skeleton: [http://www.ipisoft.com/downloads/motion_transfer_profiles/evolver_game.profile.xml evolver_game.profile.xml]&lt;br /&gt;
&lt;br /&gt;
[[File:Evolver_example.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Second Life ==&lt;br /&gt;
&lt;br /&gt;
Import your Second Life character skeleton into iPi Studio (File-&amp;gt;Import Target Character). Your animation will be transferred to your Second Life character. Now you can use File-&amp;gt;Export Animation to export your animation in BVH format for Second Life.&lt;br /&gt;
&lt;br /&gt;
See the discussion on our Forum for additional details: http://www.ipisoft.com/forum/viewtopic.php?f=2&amp;amp;p=7845&lt;br /&gt;
&lt;br /&gt;
== Massive ==&lt;br /&gt;
&lt;br /&gt;
Please see our user forum for a discussion of animation import/export for [http://www.massivesoftware.com/ Massive]: &lt;br /&gt;
&lt;br /&gt;
http://ipisoft.com/forum/viewtopic.php?f=12&amp;amp;t=3233&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Video_recording</id>
		<title>Video recording</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Video_recording"/>
				<updated>2011-09-16T15:49:33Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== iPiRecorder ==&lt;br /&gt;
&lt;br /&gt;
For multi-camera video, you should use Sony PlayStation Eye cameras (or other USB or Firewire cameras) and record a multi-camera video using iPiRecorder. Current release of iPi Desktop Motion Capture does not have other multi-camera options. &lt;br /&gt;
&lt;br /&gt;
iPiRecorder works with Sony PlayStation Eye cameras and DirectShow-compatible webcams (USB and FireWire).&lt;br /&gt;
&lt;br /&gt;
iPiRecorder is a stand-alone application and does not require a powerful video card. You may choose to install iPiRecorder on a notebook PC for portability. Since iPiRecorder is free, you can install it on as many computers as you need.&lt;br /&gt;
&lt;br /&gt;
== Framerate ==&lt;br /&gt;
&lt;br /&gt;
It is recommended that you record all videos at maximum available framerate. High framerate helps reduce motion blur and capture fine details of the motion. &lt;br /&gt;
&lt;br /&gt;
Maximum possible framerate for Sony PlayStation Eye camera is 60 frames per second. Sony advertises PlayStation Eye camera as capable of capturing at 120 frames per second but framerates over 60 FPS result in too much noise in PlayStation Eye camera sensor and are not usable for motion capture. &lt;br /&gt;
&lt;br /&gt;
Framerate lower than 30 frames per second is not recommended for motion capture.&lt;br /&gt;
&lt;br /&gt;
== 4 cameras at 320 by 240 resolution ==&lt;br /&gt;
&lt;br /&gt;
A dual-core CPU should be fast enough for recording a 4-camera video at 320 by 240 resolution at 60 frames per second.&lt;br /&gt;
&lt;br /&gt;
== 4 cameras at 640 by 480 resolution at 60 frames per second ==&lt;br /&gt;
&lt;br /&gt;
A quad-core CPU is recommended for recording at 640 by 480 resolution at 60 frames per second. If you have a dual-core CPU you may need to configure a lower framerate and/or lower compression quality to be able to record video at 640 by 480.&lt;br /&gt;
&lt;br /&gt;
== 6 cameras at 640 by 480 resolution at 60 frames per second ==&lt;br /&gt;
&lt;br /&gt;
A quad-core CPU clocked at 2.0 GHz (or better) is recommended for recording at 640 by 480 resolution at 60 frames per second. You will also need to get additional [[USB controllers|USB controller]]. &lt;br /&gt;
&lt;br /&gt;
== Raw Bayer Mode ==&lt;br /&gt;
&lt;br /&gt;
Sony PlayStation Eye camera supports special operation mode called “raw Bayer mode”. The name “raw Bayer mode” comes from the [http://en.wikipedia.org/wiki/Bayer_filter Bayer color filter array] used in PlayStation Eye camera (filter array being named after Eastman Kodak researcher Bryce E. Bayer).&lt;br /&gt;
&lt;br /&gt;
Raw Bayer mode is very efficient in terms of USB bandwidth usage and therefore is highly recommended.&lt;br /&gt;
 &lt;br /&gt;
Videos captured in raw Bayer mode look like multiple monochrome image planes. This is normal. You should not have any problems opening raw Bayer mode videos in iPiStudio.&lt;br /&gt;
&lt;br /&gt;
== USB controllers == &lt;br /&gt;
&lt;br /&gt;
All modern computers (e.g. dual-core and better) based on Intel, AMD and Nvidia chipsets have two high-speed USB (USB 2.0) controllers on board. That should give you enough bandwidth to be able to record with 4 cameras at 640x480 (raw Bayer format) at 60 FPS, or 6 cameras at 640x480 (raw Bayer format) at 40 FPS. &lt;br /&gt;
&lt;br /&gt;
Under certain circumstances you may need to get additional [[USB controllers]].&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Video_recording</id>
		<title>Video recording</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Video_recording"/>
				<updated>2011-09-16T15:48:55Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== iPiRecorder ==&lt;br /&gt;
&lt;br /&gt;
For multi-camera video, you should use Sony PlayStation Eye cameras (or other USB or Firewire cameras) and record a multi-camera video using iPiRecorder. Current release of iPi Desktop Motion Capture does not have other multi-camera options. &lt;br /&gt;
&lt;br /&gt;
iPiRecorder works with Sony PlayStation Eye cameras and DirectShow-compatible webcams (USB and FireWire).&lt;br /&gt;
&lt;br /&gt;
iPiRecorder is a stand-alone application and does not require a powerful video card. You may choose to install iPiRecorder on a notebook PC for portability. Since iPiRecorder is free, you can install it on as many computers as you need.&lt;br /&gt;
&lt;br /&gt;
== Framerate ==&lt;br /&gt;
&lt;br /&gt;
It is recommended that you record all videos at maximum available framerate. High framerate helps reduce motion blur and capture fine details of the motion. &lt;br /&gt;
&lt;br /&gt;
Maximum possible framerate for Sony PlayStation Eye camera is 60 frames per second. Sony advertises PlayStation Eye camera as capable of capturing at 120 frames per second but framerates over 60 FPS result in too much noise in PlayStation Eye camera sensor and are not usable for motion capture. &lt;br /&gt;
&lt;br /&gt;
Framerate lower than 30 frames per second is not recommended for motion capture.&lt;br /&gt;
&lt;br /&gt;
== 4 cameras at 320 by 240 resolution ==&lt;br /&gt;
&lt;br /&gt;
A dual-core CPU should be fast enough for recording a 4-camera video at 320 by 240 resolution at 60 frames per second.&lt;br /&gt;
&lt;br /&gt;
== 4 cameras at 640 by 480 resolution at 60 frames per second ==&lt;br /&gt;
&lt;br /&gt;
A quad-core CPU is recommended for recording at 640 by 480 resolution at 60 frames per second. If you have a dual-core CPU you may need to configure a lower framerate and/or lower compression quality to be able to record video at 640 by 480.&lt;br /&gt;
&lt;br /&gt;
== 6 cameras at 640 by 480 resolution at 60 frames per second ==&lt;br /&gt;
&lt;br /&gt;
A quad-core CPU clocked at 3.0 GHz (or better) is recommended for recording at 640 by 480 resolution at 60 frames per second. You will also need to get additional [[USB controllers|USB controller]]. &lt;br /&gt;
&lt;br /&gt;
== Raw Bayer Mode ==&lt;br /&gt;
&lt;br /&gt;
Sony PlayStation Eye camera supports special operation mode called “raw Bayer mode”. The name “raw Bayer mode” comes from the [http://en.wikipedia.org/wiki/Bayer_filter Bayer color filter array] used in PlayStation Eye camera (filter array being named after Eastman Kodak researcher Bryce E. Bayer).&lt;br /&gt;
&lt;br /&gt;
Raw Bayer mode is very efficient in terms of USB bandwidth usage and therefore is highly recommended.&lt;br /&gt;
 &lt;br /&gt;
Videos captured in raw Bayer mode look like multiple monochrome image planes. This is normal. You should not have any problems opening raw Bayer mode videos in iPiStudio.&lt;br /&gt;
&lt;br /&gt;
== USB controllers == &lt;br /&gt;
&lt;br /&gt;
All modern computers (e.g. dual-core and better) based on Intel, AMD and Nvidia chipsets have two high-speed USB (USB 2.0) controllers on board. That should give you enough bandwidth to be able to record with 4 cameras at 640x480 (raw Bayer format) at 60 FPS, or 6 cameras at 640x480 (raw Bayer format) at 40 FPS. &lt;br /&gt;
&lt;br /&gt;
Under certain circumstances you may need to get additional [[USB controllers]].&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/License</id>
		<title>License</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/License"/>
				<updated>2011-07-20T19:14:42Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;html&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;License activation&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;We use online license activation system&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;After installing the software the system will ask you to activate the license. This is done only once.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The system is checking your hardware configuration. So if you need to move your license to another computer, please deactivate it on computer you're currently using, install the system on a new computer and activate the key again.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;We also have option of offline activation for those who do not have live Internet connection.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If your computer is out of order and you cannot deactivate the license, please send us request for manual deactivation to our technical support service.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
iPiStudio &amp;lt;b&amp;gt;Licensing Policy&amp;lt;/b&amp;gt;:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; License is not transferrable to other person or company. So you should not give your license key to a friend, collegue or business partner.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;One license should be used on one computer. If you need to have the system on several computers, we offer &amp;lt;a href=&amp;quot;http://www.ipisoft.com/sales.php&amp;quot;&amp;gt;volume discounts&amp;lt;/a&amp;gt;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Free trial can be used only once and only for 30 days. Setting computer clock to a point in time in the past or getting trial license to a different e-mail is a violation of license terms.&lt;br /&gt;
&amp;lt;li&amp;gt;We reserve the right to ban license key if customer abuses license terms.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You can find detailed terms in EULA (End-User License Agreement) that comes with the software.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
iPiRecorder &amp;lt;b&amp;gt;Licensing Policy&amp;lt;/b&amp;gt;:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;iPiRecorder is a free application and you can run it on any number of computers.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;See iPiRecorder EULA (End-User License Agreement) for details.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/html&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/License</id>
		<title>License</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/License"/>
				<updated>2011-07-20T16:22:47Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;html&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;License activation&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;We use online license activation system&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;After installing the software the system will ask you to activate the license. This is done only once.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The system is checking your hardware configuration. So if you need to move your license to another computer, please deactivate it on computer you're currently using, install the system on a new computer and activate the key again.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;We also have option of offline activation for those who do not have live Internet connection.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If your computer is out of order and you cannot deactivate the license, please send us request for manual deactivation to our technical support service.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Our &amp;lt;b&amp;gt;Licensing Policy&amp;lt;/b&amp;gt; is:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; License is not transferrable to other person or company. So you should not give your license key to a friend, collegue or business partner.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;One license should be used on one computer. If you need to have the system on several computers, we offer &amp;lt;a href=&amp;quot;http://www.ipisoft.com/sales.php&amp;quot;&amp;gt;volume discounts&amp;lt;/a&amp;gt;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Free trial can be used only once and only for 30 days. Setting computer clock to a point in time in the past or getting trial license to a different e-mail is a violation of license terms.&lt;br /&gt;
&amp;lt;li&amp;gt;We reserve the right to ban license key if customer abuses license terms.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You can find detailed terms in EULA (End-User License Agreement) that comes with the software.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/html&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/License</id>
		<title>License</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/License"/>
				<updated>2011-07-20T16:20:14Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;html&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;License activation&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;We use online license activation system&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;After installing the software the system will ask you to activate the license. This is done only once.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The system is checking your hardware configuration. So if you need to move your license to another computer, please deactivate it on computer you're currently using, install the system on a new computer and activate the key again.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;We also have option of offline activation for those who do not have live Internet connection.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If your computer is out of order and you cannot deactivate the license, please send us request for manual deactivation to our technical support service.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Our &amp;lt;b&amp;gt;Licensing Policy&amp;lt;/b&amp;gt; is:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; License is not transferrable to other person or company. So you should not give your license key to a friend, collegue or business partner.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;One license should be used on one computer. If you need to have the system on sereral computers, we offer &amp;lt;a href=&amp;quot;http://www.ipisoft.com/sales.php&amp;quot;&amp;gt;volume discounts&amp;lt;/a&amp;gt;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Free trial can be used only once and only for 30 days. So changing computer clock or getting trial license to a different e-mail is not a good idea.&lt;br /&gt;
&amp;lt;li&amp;gt;We have the right to ban license key if customer abuses license terms.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You can find detailed terms in EULA (End-User License Agreement) that is coming with the software.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/html&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/How-to</id>
		<title>How-to</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/How-to"/>
				<updated>2011-07-11T07:12:00Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== How do I change scene orientation? For example, what if I want my 3D character to stand in the coordinate system origin (0, 0, 0) and face Z-axis direction? ===&lt;br /&gt;
&lt;br /&gt;
Click the &amp;quot;Recenter Coordinate System on Character&amp;quot; button on &amp;quot;Scene&amp;quot; tab, or check the &amp;quot;Recenter coordinate system on character in first frame&amp;quot; option on &amp;quot;Export&amp;quot; tab.&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/How-to</id>
		<title>How-to</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/How-to"/>
				<updated>2011-07-11T07:09:38Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: Created page with '== How do I change scene orientation? For example, what if I want my 3D character to stand in the coordinate system origin (0, 0, 0) and face Z-axis direction? ==  Click the &amp;quot;Rec…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== How do I change scene orientation? For example, what if I want my 3D character to stand in the coordinate system origin (0, 0, 0) and face Z-axis direction? ==&lt;br /&gt;
&lt;br /&gt;
Click the &amp;quot;Recenter Coordinate System on Character&amp;quot; button on &amp;quot;Scene&amp;quot; tab, or check the &amp;quot;Recenter coordinate system on character in first frame&amp;quot; option on &amp;quot;Export&amp;quot; tab.&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Main_Page</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Main_Page"/>
				<updated>2011-07-11T07:01:04Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;'''Welcome to iPi Soft Wiki!'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
[[Gallery|Gallery of Demo Videos]]&lt;br /&gt;
&lt;br /&gt;
[[FAQ|Frequently Asked Questions]]&lt;br /&gt;
&lt;br /&gt;
[[Editions Comparison|Comparison of iPi MoCap Editions: Which Edition to Choose]]&lt;br /&gt;
&lt;br /&gt;
== iPi Desktop Motion Capture with MS Kinect Sensor ==&lt;br /&gt;
&lt;br /&gt;
[[Quick Start Guide with MS Kinect Sensor]]&lt;br /&gt;
&lt;br /&gt;
== iPi Desktop Motion Capture - Multi-camera Version - User Guide ==&lt;br /&gt;
[[Quick Start Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Cameras and accessories]]&lt;br /&gt;
&lt;br /&gt;
[[Environment and actor clothing]]&lt;br /&gt;
&lt;br /&gt;
[[Video recording]]&lt;br /&gt;
&lt;br /&gt;
[[Scene Setup]]&lt;br /&gt;
&lt;br /&gt;
[[Calibration]]&lt;br /&gt;
&lt;br /&gt;
[[Recording actor's performance]]&lt;br /&gt;
&lt;br /&gt;
[[Processing video file in iPiStudio]]&lt;br /&gt;
&lt;br /&gt;
[[Clean-up]]&lt;br /&gt;
&lt;br /&gt;
[[Animation export and motion transfer]]&lt;br /&gt;
&lt;br /&gt;
[[Troubleshooting]]&lt;br /&gt;
&lt;br /&gt;
== iPi Desktop Motion Capture - Reference ==&lt;br /&gt;
&lt;br /&gt;
[[iPiRecorder System Requirements]]&lt;br /&gt;
&lt;br /&gt;
[[iPiStudio System Requirements]]&lt;br /&gt;
&lt;br /&gt;
[[Single-camera (depth sensor/Kinect) Guide (printable version)]]&lt;br /&gt;
&lt;br /&gt;
[[Multi-camera Guide (printable version)]]&lt;br /&gt;
&lt;br /&gt;
[[How-to]]&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/User_Guide_for_Single_Depth_Sensor_Configuration_(printable_version)</id>
		<title>User Guide for Single Depth Sensor Configuration (printable version)</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/User_Guide_for_Single_Depth_Sensor_Configuration_(printable_version)"/>
				<updated>2011-07-10T10:37:20Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  System Requirements ==&lt;br /&gt;
* CPU: x86 compatible (Intel Pentium 4 or higher, AMD Athlon or higher), dual- or quad- core is preferable&lt;br /&gt;
* Operating system: Windows 7 (x86 or x64), Windows Vista (x86 or x64), Windows XP SP3 (x86 or x64)&lt;br /&gt;
* Video card: Direct3D 10-capable (Shader Model 4.0) gaming-class graphics card (GeForce GTS 250 or Radeon HD 4850 or better recommended)&lt;br /&gt;
* Microsoft Kinect Sensor (“Depth Sensor”) with separate power adapter&lt;br /&gt;
** ''If you bought &amp;quot;XBox 360 + Kinect&amp;quot; bundle then you need to [http://store.microsoft.com/microsoft/Kinect-Sensor-Power-Supply/product/9A4CFC08 order power adapter]''&lt;br /&gt;
&lt;br /&gt;
= Software installation (Express edition) =&lt;br /&gt;
{{:Software installation (Express edition)}}&lt;br /&gt;
&lt;br /&gt;
= Recording a video from a depth sensor =&lt;br /&gt;
{{:Recording a video from a depth sensor}}&lt;br /&gt;
&lt;br /&gt;
= Processing a video from a depth sensor =&lt;br /&gt;
{{:Processing a video from a depth sensor}}&lt;br /&gt;
&lt;br /&gt;
= Clean-up =&lt;br /&gt;
{{:Clean-up}}&lt;br /&gt;
&lt;br /&gt;
= Animation export and motion transfer =&lt;br /&gt;
{{:Animation export and motion transfer}}&lt;br /&gt;
&lt;br /&gt;
= Troubleshooting =&lt;br /&gt;
{{:Troubleshooting}}&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Software_installation_(Express_edition)</id>
		<title>Software installation (Express edition)</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Software_installation_(Express_edition)"/>
				<updated>2011-07-10T10:36:08Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== iPi Recorder ===&lt;br /&gt;
::'''Note''' that even if you have used iPi Recorder before you will need to perform actions below anyway. Just letting iPi Recorder to be updated automatically will not work, because drivers for MS Kinect Sensor must be installed in addition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before installation:&lt;br /&gt;
* unplug MS Kinect Sensor from computer&lt;br /&gt;
* deinstall libusb-win32 driver if it was used before (see http://ipisoft.com/forum/viewtopic.php?f=11&amp;amp;t=4932 for details)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
iPi Recorder is a tool for recording video from web cameras and depth sensors. Download the setup package of iPi Recorder latest version: http://ipisoft.com/downloads/iPiRecorderSetup.exe. Run it. In the following dialog window make sure that item “PrimeSensor Driver (psdrv3) Registration for MS Kinect Sensor” is selected:&lt;br /&gt;
[[Image:PSensor-install-step1.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Note''' that if you do not plan to use Sony PlayStation Eye cameras then you can deselect the appropriate item in the list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Click “Install” button to start the installation process. You’ll be asked about installation of “PrimeSensor Driver (psdrv3) Registration for MS Kinect”:&lt;br /&gt;
[[Image:PSensor-install-step2.png|center]] &lt;br /&gt;
&lt;br /&gt;
Please read license agreement and accept it by checking the appropriate checkbox. Then press “Install” button. As soon as you get the Windows Security screen, please select “Install this driver software anyway”: &lt;br /&gt;
[[Image:KSensor-install-step3.png|center]] &lt;br /&gt;
 &lt;br /&gt;
At this point the driver will complete its installation and should not give any other errors:&lt;br /&gt;
[[Image:PSensor-install-step4.png|center]] &lt;br /&gt;
 &lt;br /&gt;
After that iPi Recorder itself will be installed:&lt;br /&gt;
[[Image:KSensor-install-step5.png|center]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Image:KSensor-install-step6.png|center]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
After that, connect MS Kinect Sensor to your PC. Under Windows Vista and Windows 7 device initialization should be performed automatically and you’ll receive notification about it in the system tray area.&lt;br /&gt;
Under Window XP you’ll be asked three times (for “Xbox NUI Motor”, “Xbox NUI Audio” and “Xbox NUI Camera”):&lt;br /&gt;
* “Can Windows connect to Windows Update to search for software?”&lt;br /&gt;
* “What do you want the wizard to do?”&lt;br /&gt;
In all three cases answer “No, not this time” and “Install the software automatically (Recommended)” respectively:&lt;br /&gt;
&amp;lt;table border=0&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[Image:KSensor-install-step7.png|center|334px|Click to enlarge]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[Image:KSensor-install-step8.png|center|334px|Click to enlarge]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Run iPi Recorder and make sure that there is “MS Kinect Sensor” in “Camera Selector” dialog:&lt;br /&gt;
[[Image:PSensor-install-step9.png|center]] &lt;br /&gt;
 &lt;br /&gt;
Select “MS Kinect Sensor (OpenNI)” and press “Ok” button. Make sure that you can see colored “depth video” from sensor, that actual frame rate is 30 fps, that frames drop is in range from 0 to 5 and that you can change motor position using appropriate slider:&lt;br /&gt;
[[Image:KSensor-install-step10.png|center]] &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
::'''Note''' that values of Tilt and Roll are updated with a time lag. During recording these values cannot be updated assuming that in this case sensor should be static.&lt;br /&gt;
&lt;br /&gt;
=== iPi Studio ===&lt;br /&gt;
::'''Note''' that if you have used iPi Studio before and have Internet connection on your computer then you only need to let iPi Studio to automatically update:&lt;br /&gt;
[[Image:IPiStudio-auto-update.png|center]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
iPi Studio is a core software of iPi Desktop Motion Capture (iPi DMC) solution. It’s used to process pre-recorded video and export resulted animation into most popular formats. You can use 30 days free trial. &lt;br /&gt;
To install iPi Studio please download and run setup program: http://ipisoft.com/downloads/iPiStudioSetup.exe. Then, follow instructions of the installation wizard.&lt;br /&gt;
&lt;br /&gt;
After successful installation iPi Studio will be launched. You will be prompted to activate 30-days free trial or enter a full license key.&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	<entry>
		<id>https://wiki.ipisoft.com/Main_Page</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.ipisoft.com/Main_Page"/>
				<updated>2011-07-10T10:31:58Z</updated>
		
		<summary type="html">&lt;p&gt;Mini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;'''Welcome to iPi Soft Wiki!'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
[[Gallery|Gallery of Demo Videos]]&lt;br /&gt;
&lt;br /&gt;
[[FAQ|Frequently Asked Questions]]&lt;br /&gt;
&lt;br /&gt;
[[Editions Comparison|Comparison of iPi MoCap Editions: Which Edition to Choose]]&lt;br /&gt;
&lt;br /&gt;
== iPi Desktop Motion Capture with MS Kinect Sensor ==&lt;br /&gt;
&lt;br /&gt;
[[Quick Start Guide with MS Kinect Sensor]]&lt;br /&gt;
&lt;br /&gt;
== iPi Desktop Motion Capture - Multi-camera Version - User Guide ==&lt;br /&gt;
[[Quick Start Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Cameras and accessories]]&lt;br /&gt;
&lt;br /&gt;
[[Environment and actor clothing]]&lt;br /&gt;
&lt;br /&gt;
[[Video recording]]&lt;br /&gt;
&lt;br /&gt;
[[Scene Setup]]&lt;br /&gt;
&lt;br /&gt;
[[Calibration]]&lt;br /&gt;
&lt;br /&gt;
[[Recording actor's performance]]&lt;br /&gt;
&lt;br /&gt;
[[Processing video file in iPiStudio]]&lt;br /&gt;
&lt;br /&gt;
[[Clean-up]]&lt;br /&gt;
&lt;br /&gt;
[[Animation export and motion transfer]]&lt;br /&gt;
&lt;br /&gt;
[[Troubleshooting]]&lt;br /&gt;
&lt;br /&gt;
== iPi Desktop Motion Capture - Reference ==&lt;br /&gt;
&lt;br /&gt;
[[iPiRecorder System Requirements]]&lt;br /&gt;
&lt;br /&gt;
[[iPiStudio System Requirements]]&lt;br /&gt;
&lt;br /&gt;
[[Single-camera (depth sensor/Kinect) Guide (printable version)]]&lt;br /&gt;
&lt;br /&gt;
[[Multi-camera Guide (printable version)]]&lt;/div&gt;</summary>
		<author><name>Mini</name></author>	</entry>

	</feed>