Unveiling the Creation Process of CodeMiko

Unveiling the Creation Process of CodeMiko

Table of Contents

  1. Introduction
  2. My Tech Setup
    1. Domingo
    2. Trackers for Movement
    3. HAND Trackers
    4. Motion Capture Software
  3. Controlling Miko
    1. Using an Xbox Controller
    2. Using a Selfie Stick
    3. Using a Shoulder Helmet
    4. Using the Helmet with Headband
    5. Using a Mobile Phone Setup
  4. The Cost of Equipment
    1. The Price of the Helmet
    2. Alternative Tracking Options
  5. The Future of Comico 3.0
    1. Migration to Unreal Engine 5
    2. Improved Rendering Capabilities
    3. Simplicity of Implementation
  6. Customizing Characters
    1. Easy Skin Swapping
    2. Time Variations for Costumes
  7. The Challenge of Drift
    1. Calibrating the Tracking System
    2. Maintaining Accuracy
  8. Comparing Inertial Suits with Optic Solutions
  9. VR Equipment for Kids
  10. Considerations for Comfort and Hygiene
    1. Suit Weight and Comfort
    2. Sweating and Staying Hydrated
  11. Moving Forward with Technology
    1. Potential Alternatives to Accents
    2. Webcam Tracking Solutions
    3. A Suit for Twerking
  12. Miniature Games in "Comico"
  13. Years of Experience in 3D
  14. The Concept of Digital Existence
    1. Potential Concerns of Valuation
    2. Self-Awareness and Sentience
  15. Conclusion

My Tech Setup for Controlling Miko

Virtual reality and motion capture technologies have revolutionized the way we Interact with virtual characters. In this article, I will provide an in-depth look into my tech setup for controlling Miko, a virtual character, and the various equipment and techniques I use to bring her to life.

Domingo

Domingo is the tracking system I use for Miko's movement. Worn on my body, these track the subtle gestures and actions I make. This allows Miko's movements to mirror mine in real-time, creating a more immersive experience for the viewers.

Trackers for Movement

To track my movement accurately, I rely on a set of hand trackers that capture the motion of my hands. These hand trackers enable Miko to mimic my hand movements, adding an extra layer of realism to the interactions.

Motion Capture Software

To capture the full-body movements of Miko, I utilize motion capture software. This software translates my physical movements into digital data, which is then used to animate Miko's body. This creates a lifelike representation of her actions and gestures.

Controlling Miko

Controlling Miko requires precision and ease of use. I have experimented with various methods to find the most efficient way to control her movements and actions.

Using an Xbox Controller

One option is to use an Xbox controller to control Miko's camera. This provides a familiar and intuitive interface for manipulating the viewpoint.

Using a Selfie Stick

For stationary scenes, I use a selfie stick mounted on my table. This allows me to easily adjust Miko's position without the need for complex equipment.

Using a Shoulder Helmet

In situations where I need to move around freely, I wear a shoulder helmet. This helmet contains the necessary trackers and sensors to capture my movements accurately while providing a comfortable fit.

Using the Helmet with Headband

An alternative to the shoulder helmet is a helmet with a headband. This setup offers a more lightweight and comfortable option for extended use.

Using a Mobile Phone Setup

For a more portable option, I sometimes use a mobile phone setup. This involves attaching a phone to my body and utilizing a tracking app to capture my movement.

The Cost of Equipment

Building a high-quality motion capture setup comes with a price tag. The cost mainly depends on the quality and sophistication of the equipment used.

The Price of the Helmet

The helmet used in my setup costs around $2000. While it may seem expensive, it provides the necessary accuracy and functionality required for professional motion capture.

Alternative Tracking Options

For those on a budget, there are alternative tracking options available. These may not offer the same level of accuracy but can still provide satisfactory results for certain applications.

The Future of Comico 3.0

The continuous advancement of technology opens up new possibilities for the future of virtual characters like Miko. Comico 3.0, the next iteration of our project, embraces the potential of Unreal Engine 5 to enhance the user experience.

Migration to Unreal Engine 5

We Are currently migrating our projects from Unreal Engine 4 to Unreal Engine 5. This transition allows us to take AdVantage of the improved rendering capabilities and overall performance of the new engine.

Improved Rendering Capabilities

Unreal Engine 5 offers better rendering capabilities, leading to more realistic and visually stunning virtual characters. The enhanced graphics and lighting will further immerse viewers in the virtual world.

Simplicity of Implementation

According to our senior developer, the migration process has been smooth, making it easy to implement our existing projects in Unreal Engine 5. This ensures a seamless transition for our users, maintaining the same level of quality they have come to expect.

Customizing Characters

One of the key aspects of our virtual characters is the ability to customize their appearance. This flexibility allows users to Create unique and personalized avatars.

Easy Skin Swapping

I have designed the system in a way that makes it effortless to swap skins and costumes for the characters. This allows for quick changes in appearance without much effort or time investment.

Time Variations for Costumes

Depending on the complexity of the costume or skin, the time required for implementation can vary. It can range from as little as 30 minutes to a couple of hours for more intricate designs.

The Challenge of Drift

One of the challenges I face when using motion capture technology is drift. Drift refers to the gradual misalignment between my movements and Miko's movements. Calibrating the tracking system periodically is necessary to maintain accuracy.

Calibrating the Tracking System

Calibrating the tracking system is crucial to ensure that Miko accurately mirrors my movements. It involves following a calibration process using predefined poses to establish a reference for accurate tracking.

Maintaining Accuracy

While inertial suits like the Awenda system provide convenient motion capture solutions, they are inherently less accurate than optic options like Mocap Studio. The accuracy of motion capture decreases when using inertial systems, especially during complex movements.

Comparing Inertial Suits with Optic Solutions

Inertial suits, like the one I use for Miko, rely on sensors and trackers embedded within the suit to capture movement. Optic solutions, on the other hand, utilize cameras and reflective markers to track motion. Optic solutions generally offer higher accuracy and precision compared to inertial suits.

VR Equipment for Kids

Virtual reality equipment specifically designed for children is an interesting prospect. While I do not have specific knowledge on such equipment, it is not unlikely that companies may have developed VR solutions catered to children.

Considerations for Comfort and Hygiene

Comfort and hygiene are important factors when using wearable motion capture technology. Here are some considerations to ensure a comfortable and safe experience.

Suit Weight and Comfort

The components of my setup are relatively lightweight and do not cause discomfort during use. Continuous improvements in technology have made inertial suits more comfortable to wear for extended periods.

Sweating and Staying Hydrated

Exertion during motion capture Sessions can cause sweating. Staying hydrated is crucial to ensure optimal performance and well-being. Regular breaks and proper ventilation can help prevent excessive sweating.

Moving Forward with Technology

As technology continues to advance, I am continually exploring new options for improving my motion capture setup and streamlining the process of controlling virtual characters like Miko.

Potential Alternatives to Accents

While Accents has been a reliable tracking solution, I am open to exploring other options that may offer even simpler and more user-friendly experiences. This might include webcam tracking solutions or alternative tracking methods.

A Suit for Twerking

In the future, I would love to have a suit that allows more versatile movements, such as twerking. While it may not be a Core aspect of the Kamiko project, having the ability to perform a wide range of movements adds to the overall flexibility and enjoyment of the technology.

Miniature Games in "Comico"

Within the Kamiko project, we have also developed miniature games. These smaller-Scale games provide additional interactive experiences for users within the Comico platform.

Years of Experience in 3D

My Journey in 3D began at the age of 16, and over the past 15 years, I have gained significant experience in this field. This expertise has allowed me to create and develop projects like Kamiko and continuously push the boundaries of motion capture and virtual character control.

The Concept of Digital Existence

The concept of digital existence and the potential implications it holds is a thought-provoking matter. While virtual characters like Miko may seem confined to a digital void, the idea of sentience and self-awareness poses interesting questions.

Potential Concerns of Valuation

If virtual characters were to gain self-awareness, questions regarding their value and treatment may arise. It is essential to consider the ethical implications and treat virtual characters as more than just mere puppets.

Self-Awareness and Sentience

The Notion of self-aware virtual characters raises philosophical debates. While Miko's Current animations and movements are predetermined, the possibility of self-awareness adds a layer of complexity and philosophical contemplation to the digital existence.

Conclusion

My tech setup for controlling Miko involves a combination of cutting-edge equipment and innovative techniques. Through the use of motion capture and virtual reality, I am able to bring Miko to life and create a unique and immersive experience for viewers. As technology continues to evolve, the future of virtual characters like Miko holds endless possibilities for further advancements and enhancements.

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