Re: Mocap Device Plug In V1.21 34

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Bernd Manison

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Jul 11, 2024, 8:45:23 AM7/11/24
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The Smartsuit Pro II sensors have been enhanced with the Sensor Fusion 2.0 algorithm, which reduces magnetic interference and improves capture quality by 24%. You can expect reduced sensor drift and a smoother tracking experience.

mocap device plug in v1.21 34


Download https://shoxet.com/2yMBvt



In order to support a plug-and-play experience between the Smartsuit Pro II and the Smartgloves, we have made a version of the Smartsuit Pro II that is "Glove Ready" which means that the hand sensors of the suit are replaced by a usb-c connector cable for the gloves (which take over hand/wrist tracking). As a consequence, contrary to Smartsuit Pro II, Smartsuit Pro II (Glove Ready) cannot track hand/wrist motions without having the Smartgloves connected, while Smartsuit Pro II requires an additional set of cables and batteries to connect with the Smartgloves. In both cases, the mocap data that is captured will be the same, but the experience with the hardware is different. By default, our bundles that include a pair of Smartgloves automatically pre-select the Smartsuit Pro II (Glove Ready) version to provide the seamless plug-and-play experience out of the box.

We ship the Smartsuit Pro II worldwide from our office in Denmark at a flat $50 shipping fee, no matter where you are located in the world. You will receive a tracking number by email when we ship your order. For any other questions you might have about delivery, feel free to email us at sup...@rokoko.com

All our products come with a 30-day trial guarantee: once your order is delivered to you, you have 30 days to test the mocap gear and decide if you want to keep it or send it back to us for a refund, no questions asked (return costs for shipping are not covered).

If you are located in the USA, you can purchase Rokoko gear with Splitit, an interest free partial payment solution allowing you to span your payment over several months, into smaller payments. Simply use Splitit at checkout and learn more about this instalment payment solution here.

Actually I am not going to use full body mocap. Just one point pr. Person/object -
I have seen your videos with full body mocap with vive trackers and they look really good. The gloves from noitom looks awesome.

For full body I have been evaluating different inertial systems. Xsens is awesome. The Rokoko are great too. Both suffer from drifting without any additional tracking system ie. like the Star tracker object tracker or vive tracker. Actually Rokoko can be used with vive trackers.

Hi Nicolas, Im using a third person template, that has steam vr activated as a plugin. And im trying to use a vive tracker for moving an object on 3d space. Made a simple actor blueprint that contains a MotionController component and a cube. On my Pawn blueprint im telling on begin play to spawn that blueprint and attach it to my pawn. This is the common way i usually use my trackers in my VR projects and never had issues. But now i just cant find the way to make the tracker work on this one, any ideas? thanks a lot

Kinect is a discontinued line of motion sensing input devices produced by Microsoft and first released in 2010. The devices generally contain RGB cameras, and infrared projectors and detectors that map depth through either structured light or time of flight calculations, which can in turn be used to perform real-time gesture recognition and body skeletal detection, among other capabilities. They also contain microphones that can be used for speech recognition and voice control.

Kinect was originally developed as a motion controller peripheral for Xbox video game consoles, distinguished from competitors (such as Nintendo's Wii Remote and Sony's PlayStation Move) by not requiring physical controllers. The first-generation Kinect was based on technology from Israeli company PrimeSense, and unveiled at E3 2009 as a peripheral for Xbox 360 codenamed "Project Natal". It was first released on November 4, 2010, and would go on to sell eight million units in its first 60 days of availability. The majority of the games developed for Kinect were casual, family-oriented titles, which helped to attract new audiences to Xbox 360, but did not result in wide adoption by the console's existing, overall userbase.

As part of the 2013 unveiling of Xbox 360's successor, Xbox One, Microsoft unveiled a second-generation version of Kinect with improved tracking capabilities. Microsoft also announced that Kinect would be a required component of the console, and that it would not function unless the peripheral is connected. The requirement proved controversial among users and critics due to privacy concerns, prompting Microsoft to backtrack on the decision. However, Microsoft still bundled the new Kinect with Xbox One consoles upon their launch in November 2013. A market for Kinect-based games still did not emerge after the Xbox One's launch; Microsoft would later offer Xbox One hardware bundles without Kinect included, and later revisions of the console removed the dedicated ports used to connect it (requiring a powered USB adapter instead). Microsoft ended production of Kinect for Xbox One in October 2017.

Kinect has also been used as part of non-game applications in academic and commercial environments, as it was cheaper and more robust than other depth-sensing technologies at the time. While Microsoft initially objected to such applications, it later released software development kits (SDKs) for the development of Microsoft Windows applications that use Kinect. In 2020, Microsoft released Azure Kinect as a continuation of the technology integrated with the Microsoft Azure cloud computing platform. Part of the Kinect technology was also used within Microsoft's HoloLens project. Microsoft discontinued the Azure Kinect developer kits in October 2023.[12][13]

The origins of the Kinect started around 2005, at a point where technology vendors were starting to develop depth-sensing cameras. Microsoft had been interested in a 3D camera for the Xbox line earlier but because the technology had not been refined, had placed it in the "Boneyard", a collection of possible technology they could not immediately work on.[14]

In 2005, PrimeSense was founded by tech-savvy mathematicians and engineers from Israel to develop the "next big thing" for video games, incorporating cameras that were capable of mapping a human body in front of them and sensing hand motions. They showed off their system at the 2006 Game Developers Conference, where Microsoft's Alex Kipman, the general manager of hardware incubation, saw the potential in PrimeSense's technology for the Xbox system. Microsoft began discussions with PrimeSense about what would need to be done to make their product more consumer-friendly: not only improvements in the capabilities of depth-sensing cameras, but a reduction in size and cost, and a means to manufacturer the units at scale was required. PrimeSense spent the next few years working at these improvements.[14]

Nintendo released the Wii in November 2006. The Wii's central feature was the Wii Remote, a handheld device that was detected by the Wii through a motion sensor bar mounted onto a television screen to enable motion controlled games. Microsoft felt pressure from the Wii, and began looking into depth-sensing in more detail with PrimeSense's hardware, but could not get to the level of motion tracking they desired. While they could determine hand gestures, and sense the general shape of a body, they could not do skeletal tracking. A separate path within Microsoft looked to create an equivalent of the Wii Remote, considering that this type of unit may become standardized similar to how two-thumbstick controllers became a standard feature.[14] However, it was still ultimately Microsoft's goal to remove any device between the player and the Xbox.[14]

Kudo Tsunoda and Darren Bennett joined Microsoft in 2008, and began working with Kipman on a new approach to depth-sensing aided by machine learning to improve skeletal tracking. They internally demonstrated this and established where they believed the technology could be in a few years, which led to the strong interest to fund further development of the technology; this has also occurred at a time that Microsoft executives wanted to abandon the Wii-like motion tracking approach, and favored the depth-sensing solution to present a product that went beyond the Wii's capabilities. The project was greenlit by late 2008 with work started in 2009.[14]

The project was codenamed "Project Natal" after the Brazilian city Natal, Kipman's birthplace. Additionally, Kipman recognized the Latin origins of the word "natal" to mean "to be born", reflecting the new types of audiences they hoped to draw with the technology.[15] Much of the initial work was related to ethnographic research to see how video game players' home environments were laid out, lit, and how those with Wiis used the system to plan how Kinect units would be used. The Microsoft team discovered from this research that the up-and-down angle of the depth-sensing camera would either need to be adjusted manually, or would require an expensive motor to move automatically. Upper management at Microsoft opted to include the motor despite the increased cost to avoid breaking game immersion. Kinect project work also involved packaging the system for mass production and optimizing its performance. Hardware development took around 22 months.[14]

During hardware development, Microsoft engaged with software developers to use Kinect. Microsoft wanted to make games that would be playable by families since Kinect could sense multiple bodies in front of it. One of the first internal titles developed for the device was the pack-in game Kinect Adventures developed by Good Science Studio that was part of Microsoft Studios. One of the game modes of Kinect Adventures was "Reflex Ridge", based on the Japanese Brain Wall game where players attempt to contort their bodies in a short time to match cutouts of a wall moving at them. This type of game was a key example of the type of interactivity they wanted with Kinect, and its development helped feed into the hardware improvements.[14]

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