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by Cyberdogs7
1278 days ago
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I can answer this. Each of these markers comes into the software as part of an unconnected point cloud, which then needs to be identified and 'solved' to a constraint skeleton to get the true angles of rotation and the 'stick person' representation that you typically see. Because of this, if you placed markers with bi-lateral symmetry, it would be much more difficult to solve joint rotation angles, as the overall facing of the point cloud would be undetermined. So, you have additional markers placed on none moving (not a joint) locations that ruin symmetry and allow facing to be easily solved. Typical locations are outside of the thighs, upper arms, and occasionally the back. I built mocap studios for games companies. |
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But I like this answer better. It's a simple and clever solution to a real problem that you might not readily see as you're developing the solution.