2. Body

Baseline + Toe, Headband (53)

  1. To create a 53-point human body in Live mode, the model must wear a motion capture suit and correctly attach the 53 reflective markers. Each reflective marker should be visible in the 3D view, and there should be no other miscellaneous points in the venue. To create a 53-point human body, ensure that the number in the bottom left corner of the 3D view is 53 (9.2.1). Attach the points according to the stick map and guidance video. If attaching the markers is difficult or there are other issues, please contact a technical engineer.

  2. Confirm that the software is running and the model is standing in a T-pose. When the calibration file is aligned with the Y-axis, the model should face the Z-axis (when the Z-axis is up, the model should face the negative Y-axis), and the arms should be parallel to the X-axis. Click to freeze the position. In the 3D interface, right-click and select "Create Human Body." In the "Create Human Body" window, select "Baseline+Toe, Headland (53)" from the drop-down box. Place the mouse cursor on the pasted image and scroll the mouse wheel to view the placement of the markers from different angles (9.2.2). After confirming that the actual marker positions match the marker images, click "Create" to generate a human model.

  3. The human model with 53 Markers(9.2.3) can be re recognized by clicking the "Reset IDs" button (9.2.4) above the 3D view in Live mode;

  4. If creating multiple human body templates, it is necessary to create a separate template for each one. After the model completely exits the venue, another model can enter, ensuring that there are only 53 marker points on the human body in the 3D view. Repeat the above steps. Multiple people can also stand in the capture field simultaneously, perform a T-Pose, and create a human body by selecting the marker points in the box.

  5. Release the frozen state of the 3D view. At this point, the model can move freely, and the human MarkerSet will follow the model's movements in real-time. In this state, data can also be collected directly.

  6. If the 53 Markers human body loses 1-3 points after walking out of the field, the human body can also be identified.

  7. The human skeleton with 53 keypoints has no specified orientation.

Note1: If Marker related to the head of the human body are missing, recognition might not be possible.

Note2: Data recorded by None skeleton human body will cause exception when loading using software versions before 3.3.


VR Body

  1. Create a VR Body in Live mode. The model is required to wear a rigid rig board with reflective markers on the backs of their hands, the outer sides of their arms, the back of their waist, chest, top of their head, and the backs of their feet. Ensure the rig board is tightened to prevent movement during motion capture, which could affect the human body model. In the 3D view, ensure each reflective marker point on the rig board is visible and there are no other extraneous points in the scene. To create a VR body, ensure that the number in the bottom left corner of the 3D view matches the total number of reflective marker points on each rig board. Each rig board should have no fewer than three reflective markers (9.2.5).

  2. Confirm that the software is in playback mode, then click the "Freeze" button to freeze the 3D view. After freezing successfully, the button will display "Unfreeze." The model should stand in T-pose, with the calibration file facing the Z-axis (when the Z-axis is up, it should face the Y-negative axis) and the arms parallel to the X-axis. Click on the freeze frame, right-click on the 3D interface, and select "Create Body." In the drop-down box of the "Create Human Body" window, select "VR Body."

  3. The VR Body created is shown in figure 9.2.6.


Helenhayes Body

  1. XINGYING can create three types of Helen Hayes mannequins in Live mode: Helen Hayes FullBodyWithHead (29 Static), Helen Hayes FullBody (26 Static), and Helen Hayes LowerBody (19 Static). When pasting points, double-sided adhesive can be used to stick the marker points directly to the skin. The specific placement of the points can be referred to the sticker icon in the Create Human Window. If you have any questions or issues with the sticker points, please contact the technical engineer.

  2. After creating the Helen Hayes model, the software will automatically generate both a static and a dynamic Helen Hayes model. Be sure to distinguish between the static and dynamic models. The default naming rule for the static model software is "body name+_static", while the naming rule for the dynamic model is "body name+_dynamic". To switch from a static to a dynamic model, remove the two Marker points on the inner ankle and the two Marker points on the inner knee of the model. Then, use the "Add/Remove" button in the software to remove the static model file and recognize the dynamic Helen Hayes model. 3.**Helen Hayes FullBodyWithHead (29 Static):**This model uses 29 markers for a full-body static Helen Hayes model. With the Marker points attached to the corresponding positions on the body, the model should stand in a T-pose. If the calibration file has the Y-axis up, face the Z-axis. If the Z-axis is up, face the negative Y-axis direction. The arms should be parallel to the X-axis, and the arm position should not be lower than the two Marker points on the front waist. Click "Freeze, " right-click on the 3D interface, and select "Create Body". Choose "Helen Hayes FullBodyWithHead (29 Static)" from the dropdown menu in the "Model Creation" window. Place the mouse cursor on the sticker image, scroll the mouse wheel, and view the sticker positions from different angles. After confirming that the actual stickers match the sticker image, click "Create" to generate the 29-point static and dynamic Helen Hayes models (9.2.7, 9.2.8).

  3. Helenhayes FullBodyWithHead (26 Static): The 26-point static Helen Hayes model removes three marker points from the head compared to the 29-point model. The remaining positions are aligned with the points on the 29-point Helen Hayes model. In the dropdown box of the "Model Creation" window, select "Helenhayes FullBody (26 Static)". 26 point static and dynamic Helen Hayes model (9.2.9, 9.2.10).

  4. Helen Hayes LowerBody (19 Static): Compared to the 29 points model, the 19 points model removes all the Marker points in the upper body (except for the three points on the waist), and the other positions are consistent with the attachment points of the 29 point Helen Hayes model. In the dropdown box of the "Model Creation" window, select "Helen Hayes LowerBody (19 Static)". 19 point static and dynamic Helen Hayes model (9.2.11, 9.2.12).

  5. If the arm cannot bend and extend normally or the thigh cannot stand normally when creating a Helen Hayes model in Live mode, we suggest using a custom Helen Hayes template for editing. Please consult our engineer to obtain a Helen Hayes human body template.


Baseline+Toe+Hand, Headband (53)

  1. Start the VRTRIXGloveServer software, pair the gloves, and once the software displays "Ready, " calibrate the gloves (see section 9.2.13).

  2. Open XINGYING, connect the camera, and ensure the model stands in the motion capture area, wearing motion capture clothing and data gloves, with reflective markers correctly attached. In the 3D view, ensure that each reflective marker is visible and that there are no extraneous points in the area. To create a glove with 53 markers, ensure the number in the bottom left corner of the 3D view is 53, with no obstructed points. Attach markers according to the stick map and guidance video. If you encounter difficulties or other issues, please contact the technical support team.

  3. Requirements for wearing gloves in T-Pose:

    • Keep four fingers together, forming a straight line with the wrist.

    • The thumb should naturally extend outward at an angle of approximately 45° relative to the index finger.

    • The thumb should naturally extend outward, forming an angle of approximately 20° perpendicular to the index finger.

  4. After putting on the gloves, adjust the thumb joint and finger gaps. Open the data glove server software, select "Display 3D view" from the function options, then access "Advanced Settings" to make adjustments (9.2.14).

  5. The status bar of the data glove is displayed on the right side of the figure above. From top to bottom, it shows the wireless communication signal strength, calibration level (indicating magnetic field interference), remaining battery percentage, and the frame rate of data packets sent per second. The 'Trigger Haptics' button triggers the vibration, while the 'Reset' button resets the glove direction in the 3D view to the straight-ahead position.

    • After selecting "Advanced Panel, " the data glove algorithm fine-tuning box will appear as shown in the figure above. In this box, you can fine-tune the current shape of the data glove.

    • Unlock Yaw: This unlocks the heading angle of the data glove. When selected, the five-finger heading function of the data glove is activated. Note: When this function is enabled, keep the gloves away from magnetic objects such as iron items, mobile phones, computer cases, speakers, etc.

    • Finger Spacing: When the five-finger heading function is not needed, the angle between the fingers can be fixed, and fine adjustments can be made according to different models. The larger the angle setting, the wider the finger spread.

    • Curved Spacing ": represents the distance between the five fingers when clenching. Usually, we hope to have a certain angle when the five fingers are straight, but when the five fingers are clenched, they are basically in a closed state. This parameter is used to adjust this state.

    • "Thumb Proximal/Middle/Digital Offset" represents the deviation values of the three thumb joints, which can be adjusted through the drop-down box. This deviation value is primarily determined by the difference between the virtual skeleton and the real skeleton during 3D model binding. Generally, adjusting only the Thumb Proximal Offset can normalize the thumb joints.

    • "Reset Value" is used to reset the deviation values of all thumb joints to their initial values.

    • "Align Fingers" is used to calibrate finger bending due to differences in user hand types and sensor assembly deviations. If you notice varying degrees of finger bending during use, you can close and straighten your fingers and click this button to calibrate. This calibration is similar to T-Pose calibration but is used to calibrate the left and right hands separately, making it convenient for single-person operation.

  6. Confirm that the software is in playback mode. The model should be in a T-pose, with the calibration file facing the Z-axis (when the Z-axis is up, facing the negative Y-axis) and the arms parallel to the X-axis. Click on the freeze frame, then right-click on the 3D interface and select "Create Human Body". In the drop-down menu of the "Create Human Body" window, select the posture "Baseline+Toe+Hand, Headband (53)". Place the mouse cursor on the sticker image, scroll the mouse wheel to view the sticker positions from different angles. After confirming that the actual sticking points are consistent with the sticker image, click "Create" to generate the human body. After the glove human body is successfully created, subsequent usage will be consistent with that of the human body application.

  7. After creating a 53-point human glove model, the small coordinate system (9.2.16) corresponding to the finger skeleton can be observed in the Live mode 3D view. Clicking the "Reset IDs" button can re-recognize the human model.


CGM2 with 43-Markers human body model

  1. To create a 43-Markers human body in real-time mode, the model needs to wear a motion capture suit and correctly place 43 reflective markers. In the 3D view, each reflective marker should be visible, and there should be no other distractions in the area. To ensure that the 43-point human body is created, verify that the number shown in the bottom left corner of the 3D view is 43 . Follow the marker placement guide and instructional videos for accurate placement. If you encounter difficulties or have other issues, please contact a technical engineer.

  2. Ensure that the software is in playback mode. The model should stand in a T-pose, with the calibration file set such that the Y-axis is upward. The model should face the Z-axis (if Z-axis is upward, face the negative Y-axis), and arms should be parallel to the X-axis. Click "Freeze." Right-click the mouse in the 3D interface and select "Create Human Body." In the "Create Human Body" window, choose "CGM2 FullBody(43 Static)" from the dropdown menu. Place the mouse cursor over the marker placement image and scroll the mouse wheel to view marker positions from different angles. Once you confirm that the actual marker placements match the image, click "Create" to generate the human body mode(9.2.17).

  3. After creating the 43-point model, the software automatically generates both a static model and a dynamic model. Differentiate between the static and dynamic models. The software names static models by default following the format "PersonName_static," while dynamic models are named "PersonName_dynamic"(9.2.18). Once the static model is created, if you need to use the dynamic model, remove the two marker points on the inside of both ankles and the two marker points on the inside of the knees from the model. Then, remove the static model file to enable recognition of the dynamic model.


CGM2 with 20-Markers human body model

  1. CGM2 FullBody(20Static): This model represents a 20-point human body model. In comparison to the 43-point model, the 20-point model removes all upper body marker points. The remaining marker positions are consistent with the 43-point model. In the "Model Creation" window, select "CGM2 FullBody(20Static)" from the dropdown menu and click create.The software automatically generates both a static and dynamic model(9.2.19). Differentiate between static and dynamic models. By default, the software names static models following the format "PersonName_static," while dynamic models are named "PersonName_dynamic."


24 Markers Model for the Left\Right Hand:

  1. Create a finger template in real-time mode. The model needs to have reflective marker points attached to them at different joints (9.2.20). Attach reflective markers to the finger joints and make sure they are visible in the 3D view without any obstructions. Confirm the total count of reflective marker points in the 3D view at the bottom left corner (9.2.21);

  1. Ensure the software is in playback mode, then click on the "Freeze" button to freeze the 3D view. Once successfully frozen, the button will change to "Unfreeze." Ensure both hands are placed flat with the calibration file setting Y-axis upwards and fingers pointing towards the positive Z-axis (fingers towards Y-axis when Z-axis is pointing upwards). Click on Freeze Frame, and in the 3D interface, right-click to select "Create Human Body." In the "Create Human Body" window, choose "Left\Right Hand(24)" from the dropdown menu.