we did some tests with the new Kinect at work, grabbing the internal data as joints and then mapping that to our rig using the animationBinder stuff I did for the MasterClass:
https://vimeo.com/31046583 Skip to the end there's a chunk about binding rigs to point cloud data. This is a few years old now and there's many, many ways of doing this, but if you want a solution that you can download, setup and just run take a look. The animBinder tool is now part of the Red9 Studio Pack and I keep meaning to upgrade it, just haven't had the time recently cheers Mark On 13 December 2013 09:27, Justin Israel <[email protected]> wrote: > Disclaimer: I'm not an experienced Character TD / Rigger, nor experienced > in mocap. But I can share my experience on the topic. > > At my previous studio, I was asked to experiment with an XBox Kinect to > see what I could come up with. I used (and contributed a couple bits where > I could to) PyOpenNI <https://github.com/jmendeth/PyOpenNI>, as part of > my OSX stack. > > After writing all the custom transport code, my first pass was to drive a > character purely on the joint translations, which is like you said the "raw > data". > For my second round of playing, I came up with a different idea. I created > a rigged skeleton puppet and drove its joints similar to the previous test, > and then I drove the joint rotations of my actual target character off the > puppet joints. It worked pretty well :-) > > I'm sure there are more technically correct ways to use the data. > > > > On Fri, Dec 13, 2013 at 9:27 PM, 郭金锋 <[email protected]> wrote: > >> Hey Guys, >> Good day! >> I want to ask something not so closely related to Python or codes, hope >> you guys could help me some. >> The thing is about mocap, entry-level devices such as Microsoft Kinect >> deliver skeleton data stream in the form of joint point 3D positions. Since >> character animation on joints within Maya or MoBu(or, basically any 3D >> package) is all about joint rotation, how could raw device data(joint >> translation) be mapped onto characters(joint rotation)? >> I don't know mocap a lot, so hope it won't bother you if it is a silly >> question.:) >> Thanks! >> Jerry >> >> -- >> You received this message because you are subscribed to the Google Groups >> "Python Programming for Autodesk Maya" group. >> To unsubscribe from this group and stop receiving emails from it, send an >> email to [email protected]. >> To view this discussion on the web visit >> https://groups.google.com/d/msgid/python_inside_maya/02409477-eba3-443c-a0a4-5a37f9114ae4%40googlegroups.com >> . >> For more options, visit https://groups.google.com/groups/opt_out. >> > > -- > You received this message because you are subscribed to the Google Groups > "Python Programming for Autodesk Maya" group. > To unsubscribe from this group and stop receiving emails from it, send an > email to [email protected]. > To view this discussion on the web visit > https://groups.google.com/d/msgid/python_inside_maya/CAPGFgA2HRKXArV%3DkoCRM0ZMrtu4VWdf6ghz1QosSGE-Msri4Bg%40mail.gmail.com > . > > For more options, visit https://groups.google.com/groups/opt_out. > -- ------------------------------------- Mark Jackson Technical Animation Director http://markj3d.blogspot.com/ -- You received this message because you are subscribed to the Google Groups "Python Programming for Autodesk Maya" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To view this discussion on the web visit https://groups.google.com/d/msgid/python_inside_maya/CAGQH2FFM5h2BvGUGfCS5DFmX_BPJOerhWn%3D1LucPX7eE6t_Zsw%40mail.gmail.com. For more options, visit https://groups.google.com/groups/opt_out.
