Calcium Solver is a powerful skeletal creation, setup, and motion solving solution. It is an easy to use tool to solve captured marker data onto a skeleton. The marker data drives a pre-defined, rigid, hierarchical skeleton definition.
In the solving process, Calcium Solver reads in TRC marker data of an Init or T-pose, and one or more motion capture sequences. It allows you to view the resulting Hierarchical Translation and Rotation (HTR) skeleton data and writes it to a file for later use. The HTR data can then be viewed, edited, and read into all of the major animation packages.
Calcium Solver uses a technique called Global Optimization (GO) which has been proven to be a very effective tool for generating accurate data and minimizing errors caused by markers moving on skin or loose clothing.
The skeleton HTR data generated by Calcium Solver is the cleanest and highest quality data you can get for character animation.
Interactive solving — make an adjustment and see the result immediately
Multiple skeletons and solvers in one file
The same skeleton can be driven by more than one marker set
The skeleton is defined by joint types including “Hinge”, “Universal” and “Spherical”
Enhanced visual representations of skeletons
Enhanced data navigation and editing
Enhanced layout controls
One simple marker type (as opposed to the requirement of using reference and terminating markers)
Advantages of Using HTR files
Proper and complete init pose
All segments can have translation data
Multiple global roots are allowed
Easy readable format
Widely used standard for many years = robust!
File Input and Output plug-ins are available for all major animation packages
More meta-information is in the header than in any other ASCII format
Why You Should Use Calcium Solver Technology
The best skeleton-fitting algorithm in the business
The axes of rotation for a joint can be defined separately from the axes of the bone definition
Provides a global and "holistic" solution—the whole skeleton is fitted to the cloud of markers at once, not just parts of the skeleton in separate passes
The skeleton definition is integrated with the tracking software to run in real-time
Custom setup modes remember your screen layouts
Rigid segments are used yet there is never a problem with sliding end-effectors
Gives useful results even when there is incomplete data
Does re-targeting of motion directly onto a character
Easily handles skeletons of any structure
Can handle long sequences of shared segments (like a spine) and evenly distributes motion
Many joint types from which to choose
User Definable Joint Limit Range