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Farsight Studios
The Pinball Arcade / Farsight Studios
Motion capture video of pinball
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<blockquote data-quote="Mayuh" data-source="post: 92077" data-attributes="member: 1152"><p>Coming from both cgi animation and coding, I really doubt mocap would be any help compared to the cost involved. Not even for analyzing. I did a few flipperskills videos using two gopro hero 3s at 120fps. I was completely stunned what the silverball actually was doing. It would be quite interesting for the programmers too, and very cost effective.</p><p>But as long as some features like ballspin, etc. are not in the simulation/physics engine it can not be taken care of.</p><p>It's a simulation after all, and adding more and more capabilities and parameters that influence the ball it will get even more realistic. FS is doing a great job on certain tables, very good job on others and on a few (older) tables it is ok.</p><p></p><p>I have faith in them, that they know what's missing - and with more powerful devices, they will add more features that will add to realism. Given that they are located in a winter sports region, there might be a few gopros around from their employees too <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Regarding live catches... I'm able to do live catches on real machines and I tweaked some VP tables for days to be able to do them too. But the flipper's speed was too low then... From analyzing the slomo videos I still don't really know what's going on <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> recoil, rubbers, axle bearing, coil strength etc. really hard to code that <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>Demo man: 'Close enough!' <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Mayuh, post: 92077, member: 1152"] Coming from both cgi animation and coding, I really doubt mocap would be any help compared to the cost involved. Not even for analyzing. I did a few flipperskills videos using two gopro hero 3s at 120fps. I was completely stunned what the silverball actually was doing. It would be quite interesting for the programmers too, and very cost effective. But as long as some features like ballspin, etc. are not in the simulation/physics engine it can not be taken care of. It's a simulation after all, and adding more and more capabilities and parameters that influence the ball it will get even more realistic. FS is doing a great job on certain tables, very good job on others and on a few (older) tables it is ok. I have faith in them, that they know what's missing - and with more powerful devices, they will add more features that will add to realism. Given that they are located in a winter sports region, there might be a few gopros around from their employees too :) Regarding live catches... I'm able to do live catches on real machines and I tweaked some VP tables for days to be able to do them too. But the flipper's speed was too low then... From analyzing the slomo videos I still don't really know what's going on :) recoil, rubbers, axle bearing, coil strength etc. really hard to code that ;) Demo man: 'Close enough!' ;) [/QUOTE]
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Motion capture video of pinball
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