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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 <mar...@gmail.com> 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: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 recentlycheersMark
On 13 December 2013 09:27, Justin Israel <justin...@gmail.com> 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, 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 <guojinf...@gmail.com> 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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Hi All,
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Mark Jackson
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