Skeleton calibration

Skeleton calibration needs to be done to fit a skeleton definition to the measured marker positions. The skeleton calibration can be applied in real time during preview or to a recorded capture.

Before applying the skeleton calibration, make sure that the actor stands in the correct calibration pose. The pose depends on marker set.

  • For the Traqr VR Marker Set a T-pose is required for a correct calibration.

  • For the Qualisys Animation Marker Set a T-pose is required for a correct calibration. Optional markers can be added for a better definition of the orientation of the segments. For more information, refer to the marker set guide that can be opened in QTM via the Skeleton menu.

  • For the Qualisys Full Fingers Marker Set a Hand calibration pose is required for a correct calibration.

  • For the Qualisys Claw Marker Set a Claw calibration pose is required for a correct calibration.

  • For the Qualisys Sports Marker Set make sure that the static markers are present. The actor or subject should stand in upright position with both feet flat on the floor. A specific pose is not required, since the marker positions in the Qualisys Sports Marker Set provide sufficient information for correct definition of the skeleton segments.

Press the Calibrate skeletons button (keyboard shortcut F10) to apply the skeleton calibration. When applying the skeleton calibration for the first time, a new skeleton definition will be added to the Skeleton Solver page under Project Options. When the skeleton is already defined, the skeleton calibration will replace the existing skeleton definition in the project.

If there are multiple actors in the preview or capture, the skeleton calibration is applied simultaneously to all actors.

When the skeleton calibration is applied to a capture, the new skeleton definition will be automatically applied to the data in the current measurement range.

It is possible to calibrate and solve upper and lower body parts of the skeleton, see chapter Partial skeleton calibration.

Once the skeleton is calibrated it is possible to modify the skeleton definition, see chapter How to modify the skeleton definition.

It is also possible to adapt the scale of the skeleton tracked in QTM to an animated object, see chapter Scale factor.

The calibrated Animation skeleton has native support for motion gloves, see chapter Glove.

To apply a new or updated skeleton definition to existing captures they need to be reprocessed using the Skeleton Solver settings of the project.