two input at the same time

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ahmad2...@yahoo.com

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Sep 14, 2011, 5:10:38 PM9/14/11
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is there is a way to put two avatars in the scene the first one takes
input from the kinect directly and the second one take his input form
mdb file or dof file at the same time ???

ahmad2...@yahoo.com

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Sep 14, 2011, 5:16:25 PM9/14/11
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is there a way to put two avatar in the scene one takes input directly
from the kinect and the other from the mdb file or dof file














thanks

Carlos Roberto

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Sep 14, 2011, 6:55:26 PM9/14/11
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It looks like you are trying to take one input from real-time, I mean, from the scene in front of camera and compare with the another one from the database. I heard that it is possible but I dont know a sample file where you can check that.
Cheers.


Carlos Roberto, MSc
Software Eng. Consultant @ IBM

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Shaun Kime

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Sep 14, 2011, 10:11:29 PM9/14/11
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For C++ code, take a look at the Ogre Animation Matching Sample.

You'd need to create an instance of a Model from an a3dmh file. You'd then update the pose on that model based on the information from the motion database at a given frame. You can then take those same pose values and map them to the unity skeleton just like we do with the values on the A3DAvatar.

Shaun

ahmad2...@yahoo.com

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Sep 14, 2011, 10:35:54 PM9/14/11
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hi but i want to use in unity it's dosen't support c++

On Sep 15, 5:11 am, Shaun Kime <shaunk...@gmail.com> wrote:
> For C++ code, take a look at the Ogre Animation Matching Sample.
>
> You'd need to create an instance of a Model from an a3dmh file. You'd then
> update the pose on that model based on the information from the motion
> database at a given frame. You can then take those same pose values and map
> them to the unity skeleton just like we do with the values on the A3DAvatar.
>
> Shaun
>
>
>
>
>
>
>
> On Wed, Sep 14, 2011 at 6:55 PM, Carlos Roberto <carlo...@gmail.com> wrote:
> > It looks like you are trying to take one input from real-time, I mean, from
> > the scene in front of camera and compare with the another one from the
> > database. I heard that it is possible but I dont know a sample file where
> > you can check that.
> > Cheers.
>
> > Carlos Roberto, MSc
> > Software Eng. Consultant @ IBM
> > My profiles: [image: LinkedIn]<http://br.linkedin.com/pub/carlos-lacerda-msc/5/964/378> [image:
> > Twitter] <http://twitter.com/#%21/ze_tech> [image: Blogger]<http://kinect-i.blogspot.com/>
> > Signature powered by
> > <http://r1.wisestamp.com/r/landing?u=9621ea660c4ca423&v=2.7.4&t=131604...>
> > WiseStamp<http://r1.wisestamp.com/r/landing?u=9621ea660c4ca423&v=2.7.4&t=131604...>
>
> > On Wed, Sep 14, 2011 at 6:16 PM, ahmad2382...@yahoo.com <
> > ahmad2382...@yahoo.com> wrote:
>
> >> is there a way to put two avatar in the scene one takes input directly
> >> from the kinect and the other from the mdb file or dof file
>
> >> thanks
>
> > --
> > Carlos Roberto
> > Software Eng. Consultant @ IBM
> > My Blog <http://kinect-i.blogspot.com/>
> > My LinkedIn <http://br.linkedin.com/pub/carlos-lacerda-msc/5/964/378>
> > follow me @ twitter <http://twitter.com/#%21/ze_tech>

Shaun Kime

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Sep 14, 2011, 11:22:27 PM9/14/11
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Most of the classes should be visible. We can try and cook a sample up tomorrow AM.

Shaun

ahmad2...@yahoo.com

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Sep 15, 2011, 2:38:25 PM9/15/11
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hi i know guys how much work u got so could plz tell where to start to
solve this problem thanks

any advise will be appreciated

On Sep 15, 6:22 am, Shaun Kime <shaunk...@gmail.com> wrote:
> Most of the classes should be visible. We can try and cook a sample up
> tomorrow AM.
>
> Shaun
>
> On Wed, Sep 14, 2011 at 10:35 PM, ahmad2382...@yahoo.com <

Shaun Kime

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Sep 15, 2011, 2:41:45 PM9/15/11
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I've been working on a solution. It isn't done yet, but my hope is to have something in the next few hours.

Shaun

Shaun Kime

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Sep 15, 2011, 3:44:13 PM9/15/11
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I've attached the necessary changes to the 1.1 ICM distribution.

A3DPlaybackAvatar.cs goes into Samples\UnitySample\Assets\Activate3DPackage\Scripts
A3DPlaybackAvatarEditor.cs goes into Samples\UnitySample\Assets\Editor\Activate3DPackage
ActivateNative.i goes into Source\ActivateNative
ActivateNET.csproj goes into Source\ActivateNET\Windows\vs2008

Once you've copied the files above into your ICM distro, you'll need to recompile ActivateNative and ActivateNET in Shipping mode. You can do this by opening up the Build\Windows\vs2008\ActivateCore.sln file.

Once successfully built, copy the ActivateNET.dll and ActivateNative.dll files from SDK\Bin\Win32\vs2008\Shipping into your Unity project, clobbering the existing files.

You should now be able to open up your Unity project and assign A3DPlaybackAvatar to a character. You will need to set it up much like you set up the previous A3DAvatar. 

There are a few key options:
MotionDB - This is the motion database that you wish to play.
InPlaceMode - This determines whether or not the avatar plays the animation and includes any additional translation from the animation.

Let us know if you have any problems.

Shaun
A3DPlaybackAvatar.cs
A3DPlaybackAvatarEditor.cs
ActivateNative.i
ActivateNET.csproj

ahmad2...@yahoo.com

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Sep 16, 2011, 4:31:24 AM9/16/11
to Activate3D-ICM
hi thanks first for all of ur hard work second thing i did all waht
ask me to do but at rebuilding the active core sol i got compliers
errors
**********************************************************************************

1> ActivateNativePCH.cpp
1>d:\activate3d\icm\1.1\sdk\include\a3dplatform.h(353): fatal error
C1083: Cannot open include file: 'xnamath.h': No such file or
directory
2>------ Build started: Project: ActivateNET, Configuration: Debug Any
CPU ------
error CS1504: Source file 'D:\Activate3D\ICM\1.1\Source\ActivateNet
\Windows\vs2008\Generated\SWIGTYPE_p_Transform.cs' could not be opened
('Unspecified error ')
error CS1504: Source file 'D:\Activate3D\ICM\1.1\Source\ActivateNet
\Windows\vs2008\Generated\SWIGTYPE_p_Handle.cs' could not be opened
('Unspecified error ')
error CS1504: Source file 'D:\Activate3D\ICM\1.1\Source\ActivateNet
\Windows\vs2008\Generated\SWIGTYPE_p_TransformNode.cs' could not be
opened ('Unspecified error ')
error CS1504: Source file 'D:\Activate3D\ICM\1.1\Source\ActivateNet
\Windows\vs2008\Generated\Model.cs' could not be opened ('Unspecified
error ')
error CS1504: Source file 'D:\Activate3D\ICM\1.1\Source\ActivateNet
\Windows\vs2008\Generated\SWIGTYPE_p_A3DJacobianVector3.cs' could not
be opened ('Unspecified error ')
error CS1504: Source file 'D:\Activate3D\ICM\1.1\Source\ActivateNet
\Windows\vs2008\Generated\SWIGTYPE_p_Dof.cs' could not be opened
('Unspecified error ')

Compile complete -- 6 errors, 0 warnings
========== Build: 0 succeeded, 2 failed, 0 up-to-date, 0 skipped
==========
******************************************************************************************
>  A3DPlaybackAvatar.cs
> 15KViewDownload
>
>  A3DPlaybackAvatarEditor.cs
> 6KViewDownload
>
>  ActivateNative.i
> 31KViewDownload
>
>  ActivateNET.csproj
> 23KViewDownload- Hide quoted text -
>
> - Show quoted text -

Nick Darnell

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Sep 16, 2011, 8:30:33 AM9/16/11
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You're receiving those errors because you don't have the DirectX SDK
installed. You can download the current version here,

http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=6812

-Nick

ahmad2...@yahoo.com

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Sep 17, 2011, 2:57:26 PM9/17/11
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greetings after i installed the direct x sdk i got this error

1>------ Build started: Project: ActivateNative, Configuration: Debug
Win32 ------
1> Generating SWIG files.
1> Deleting Old SWIG Files
1> Invoking SWIG...
1>C:\Activate3D\ICM\1.1\Source\ActivateNative\..\..\SDK\Include
\A3DFeature.h(77): warning 473: Returning a pointer or reference in a
director method is not recommended.
1>C:\Activate3D\ICM\1.1\Source\ActivateNative\..\..\SDK\Include
\A3DFeature.h(404): warning 473: Returning a pointer or reference in a
director method is not recommended.
1>C:\Activate3D\ICM\1.1\Source\ActivateNative\..\..\SDK\Include
\A3DFeature.h(604): warning 473: Returning a pointer or reference in a
director method is not recommended.
1>C:\Activate3D\ICM\1.1\Source\ActivateNative\..\..\SDK\Include
\A3DHandExampleMetaData.h(40): warning 451: Setting a const char *
variable may leak memory.
1> ActivateNativePCH.cpp
1> c:\activate3d\icm\1.1\sdk\include\a3dprofile.h(385): Profile
Instrumentation Enabled
1> DLLMain.cpp
1> A3DApplicationSessionWrapper.cpp
1>c:\activate3d\icm\1.1\source\activatenative
\a3dapplicationsessionwrapper.h(24): fatal error C1083: Cannot open
include file: 'NxUserAllocatorDefault.h': No such file or directory
1> Generating Code...
2>------ Build started: Project: ActivateNET, Configuration: Debug Any
CPU ------
2> ActivateNET -> C:\Activate3D\ICM\1.1\SDK\Bin\Win32\vs2008\Debug
\ActivateNET.dll
========== Build: 1 succeeded, 1 failed, 0 up-to-date, 0 s

Shaun

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Sep 17, 2011, 3:47:49 PM9/17/11
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You will also need to install the PhysX SDK.

Shaun

ahmad2...@yahoo.com

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Sep 17, 2011, 4:05:03 PM9/17/11
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i already install it

On Sep 17, 10:47 pm, Shaun <shaunk...@gmail.com> wrote:
> You will also need to install the PhysX SDK.
>
> Shaun
>

ahmad2...@yahoo.com

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Sep 17, 2011, 4:51:50 PM9/17/11
to Activate3D-ICM
why u can't just upload the activenet.dll the new one insisted of
comping it on my pc ??

On Sep 17, 11:05 pm, "ahmad2382...@yahoo.com" <ahmad2382...@yahoo.com>
wrote:

Shaun Kime

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Sep 18, 2011, 10:30:33 PM9/18/11
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I'll send DLL's in the morning.

Shaun

Shaun Kime

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Sep 19, 2011, 10:48:20 AM9/19/11
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These DLL's should work for you.

Shaun
ActivateNative.dll
ActivateNET.dll
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