Driving hands in MoBu

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Jamie Egerton

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Jun 9, 2014, 11:05:15 PM6/9/14
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Does anyone have a quick setup guide, or step-by-step for setting up and running a live link to the MoBu hands beta sample? I want to try recording my hand motion in MoBu. 
Thanks.

Brekel

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Jun 10, 2014, 5:45:06 AM6/10/14
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It should be as simple to enable network streaming in the Pro Hands app by setting the "Protocol" and "Port" in the "Network" tab. TCP/IP 8876 by default.

Then in MoBu drag a "Brekel Pro Hands" device from the "Asset Browser" into the scene.
Make sure "Protocol" and "Port" match.
If both apps are running on the same computer "localhost" works, otherwise fill in the IP/hostname of your machine running Pro Hands.
Click Online.
Click "Model binding:" then "Create".
And you should get skeletons with live data in your scene.

Keep in mind that security software (firewall) can potentially block the network port so in case the Online button remains red you may want to check into that.


As far as rigging goes, you can align the axis in the Pro Hands app to match your rig and possibly use rotational constraints or a relational constraint.
But I'd love to hear feedback from you guys on this if you know anything easier.


Cheers,

Vivek C Reddy

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Jun 20, 2014, 6:11:28 PM6/20/14
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Hi, did you figure out a way about how the hand capture can be transferred to a skeleton inside Maya/Motionbuilder. Its pretty confusing for me regarding the pipeline. I am trying to body and face capture using kinect and hand capture using leap motion. It would be great to know of a pipeline to get this in the right order . Thanks !! 

Brekel

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Jun 20, 2014, 6:16:22 PM6/20/14
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If you match the axis settings in the app so that they point in the same directions as the axis in your character rig it should just be a matter of using some orient constraints, or a relation constraint to drive rotations of your character rig from the data.

But I'd love to hear other thoughts on how to integrate it better!


Apparently there is something ancient called a "glove device" but unfortunately that's not documented and only works with the crappy Actor solving module.

Vivek C Reddy

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Jun 23, 2014, 5:30:06 PM6/23/14
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Thank you Brekel ! I will take your inputs and work on it and let you know my pipeline.

Malte

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Jul 1, 2018, 2:53:11 PM7/1/18
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Hi, is there any news with the mobu integration ?

or is it currently still the workflow to merge the hands into the animation, 
and then rotation-constrain each of the characters finger bones to the brekelHandsRecording ?

greetings!
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