On Sun, Nov 6, 2011 at 11:51 AM, Phoenix Perry
<spidersan...@gmail.com> wrote:
> Also - everyone I updated the tutorial with a a few things
> 1. Made sure everyone knows it can run with Basic
> 2. Added in the step of needing macport, libusb and libtools
> Hope this is helpful info!!!
> Keep the feedback coming! I hope this will help people trying it out for the
> first time in the future!
>
> Phoenix
>
>
> On Sun, Nov 6, 2011 at 11:46 AM, Phoenix Perry
> <spidersan...@gmail.com> wrote:
>>
>> Hey! Fixed this! It works with free (updated! Thanks for the feedback) and
>> Unity 3.5 came out at Unite. :) Go gets it!
>> hope that's helpful!
>> Phoenix
>>
>> On Sun, Oct 30, 2011 at 1:38 PM, Lazy Gunn <lazy...@gmail.com> wrote:
>>>
>>> Regarding the tutorial, it says it only works with Unity 3.5, which
>>> isnt out yet (as far as i know) which could be misleading, and it
>>> doesnt specify wether you need Unity free or Unity pro, especially as
>>> those new to unity could be confused by the difference given they have
>>> the choice of a 30 day pro trial
>>>
>>> Other than this it looks good, however
>
>
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On Nov 7, 2011, at 12:28 PM, msl_manni <msl_...@hotmail.com> wrote:
> Hi,
> I am having some problems. My computer specs - win7, i3-2100, 2gb-
> ram, zotac-nvidia-gtx550ti-1gb.
>
> 1. I installed KinectSDK first and then "Zigfu Dev Bundle".
> 2. Then I installed "KinectSDK to OpenNI" from Tomoto.
> 3. All the examples from KinectSDK run very fine.
> 4. I ran Zigfu Unity-OpenNI Bindings 1.4 examples in unity(3.42-
> windows).
> It uses NITE skeleton which is very slow and irresponsive.
I think the issue with NITE on kinectsdk depth is that there's additional latency from the bindings. I noticed this before too.
> Only AvatarFrontFacing works somewhat and is very very slow.
> Cant use any other examples and also the portal does not works.
The gesture generator isn't working yet, we think the Tomoto binding needs to align the depthmap for SSE processing or something like that. The handgenerator in Nite works with the skeleton from kinectsdk and t's possible to use the Calibration-free Skeleton to provide the initial Hand point.
>
> I dont want to use the NITE skeleton.
> I want to use the KinectSDK skeleton. I dont know how to do it. Dont
> know which xml file to edit and how.
Look at Modules.XML in openni/data. You'll need to have some entry for msrkinectsdk or something like that (see tomoto's notes for the name of his module) you'll also want to comment out the NITE modules. It's also possible to init your project from an XML which specifies which skeleton to use.
> If some body can provide the edited xml file and where to install the
> file, then that would be great.
> Or maybe I have missed some steps, then please enlighten me, please.
> Thanks,
> MSL.
>
>
I'm mobile now, but when I land in SFO I'll be able to continue this.
this is awesome but can i ask a question how about making a FPS in kinect because I want to make a game that is like "time crisis" type of game can you help me?thanks :D
I found the tut in the memory banks, it's attached as a pdf.
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