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
>>
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-- 
-------------------------------------
Mark Jackson
Technical Animation Director
http://markj3d.blogspot.com/

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