Although my first test EDIT: ( which I have not posted) was a simple and effective affair, I'm now not sure about how great it is on a full rig yet.
I definitely have some results that are really cool, especially as the foreshortening of the bones can result in some very natural body/head turn tricks.
Unfortunately the mocap starts to crap out when several targets and bones are in use.
The secondary target doesn't always 'grab' the bone's rotation.
Maybe I have done something wrong, like starting from other than the first frame or not laying out bones/targets in a correct hierarchy.
Advice to anyone trying this out, use good quality high rez video with clearly defined markers- hopefully multi coloured. The poorer the video the poorer the cap will be, and therefore the more adjustments you will have to make to the targets.
As for the bones..... I'm not sure why they flick around and change length and rotation in error, but if you get some of these symptoms just have a quick glance at the timeline graph and you will see some interesting artefacts. Sometimes the translation ' jitters' are easy to eliminate on the graph. Have a look.
Some the errors are (in the case of the bones) are hard to tweak as keys are laid down on every frame. Smoothing or some kind of pixel/angle tolerance could smooth that out.
A bitter-sweet experiment- mostly sweet...
