Hey, Mark,
I am sure if you contact alistair (about peel) I am sure he has builds
available or can try to build you a version).
Also I run into a lot of issues with the kinect based data with feet
sliding all over the place. I have some decent results using different
types of IR absorbing materials on the floor and strongly contrasted solid
colors for socks vs pants etc...


but for looking into accurate orientations for point cloud data you want to
look into
http://nghiaho.com/?page_id=671



On Wed, Dec 18, 2013 at 4:11 AM, Mark Jackson <[email protected]> wrote:

> Red9 in Chinese, I'd love to see a screen shot of that!
> I take it you've also looked at iPi ? we use it in-house as a fast way to
> test out motion for the animators and the new version supports 3 Kinects,
> the data is actually pretty good considering where it's coming from, be
> good when they get access to Kinect2's.
>
> http://ipisoft.com/
>
> Last time I checked the Peel stuff it hadn't been compiled for a few
> versions of Maya, we were wanting to use the c3d importer to get point
> cloud data into Maya.
>
> Mark
>
>
> On 18 December 2013 01:44, 郭金锋 <[email protected]> wrote:
>
>> Hi All,
>> Thanks Justin, I think maybe in MoBu such process could be passed to the
>> application itself, like you said, the more technically correct way. I've
>> watched the video Mark pasted, and I find you two are thinking in about the
>> same direction, (your) great minds think alike!
>> Thanks Mark, to tell you the truth, I've translated your Red9 tools into
>> Chinese for my co-workers. Although there are still several functions we
>> have not yet figured out, it's a great package! No worries, it's still
>> called Red9 and all I did was translated the UI. BTW, what you called few
>> years old is still pretty helpful for me.
>> I just checked my gmail and haven't got the time to check the peel solver
>> for maya, but I think it would be a great solution, 'cause I searched it
>> just now and one webpage titled, "Kick ass Maya tool PeelSolve_for_Maya".
>> So, thanks Damon.
>> Well, actually I have partly figured out some, here is it. I compiled
>> two files, one .exe monitors Kinect and sends position data via TCP/IP
>> socket, and the other .dll receives that data and create optical device
>> marker set in MoBu, and it worked! Basically it's done using Kinect for
>> Windows SDK and MoBu SDK, I think MoBu would be a better choice for such
>> scenario(Am I right?).
>> What bothers me now is that Kinect is low in accuracy, and the data needs
>> tons of modification, so I'm thinking about connecting two Kinects. Since
>> each Kinect device emits exactly the same light(signal frequency and wave
>> length), two devices will definitely interference each other. Has anyone
>> ever done stuff like multiple Kinects mocap?  Is it practically possible?
>> Thanks!
>> Jerry
>>
>> On Tuesday, December 17, 2013 12:38:49 AM UTC+8, damonshelton wrote:
>>
>>> Doing this process is not a trivial thing to calculate but there are
>>> many ways to go about doing it.I use a plugin at work called peel solver
>>> for maya. They have a rigid body constraint available that is just for this
>>> purpose. I am working on writing my own that basically uses a best fit
>>> oriented bounding box for the points to construct a transform that you can
>>> use to drive anything else. some more limited ways (limited in that it
>>> might make you max out your allowed point count to be 3-4) is to generate a
>>> polygon using the points and attach to the surface. This method is also not
>>> that reliable if the points aren't rigid.
>>>
>>>
>>> On Mon, Dec 16, 2013 at 1:18 AM, Mark Jackson <[email protected]> wrote:
>>>
>>>>  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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> --
> -------------------------------------
> Mark Jackson
> Technical Animation Director
> http://markj3d.blogspot.com/
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