mcjKinectKit for Kinect V1 and in June 2018 Kinect V2 - script and exe for DS 3, 4
kinectV2 version iwas released June 15th 2018
https://sites.google.com/site/mcasualsdazscripts9/mcjkinectv2kit
https://sites.google.com/site/mcasualsdazscripts4/mcjkinectkit001
direct link to the 001v4 package
https://sites.google.com/site/mcasualsdazscripts4/mcjkinectkit001/mcjKinectKitSecretPreBetaVersion_v4.zip?attredirects=0&d=1
there will be a PC-exe application, the "server"
which will be launched by a Daz Studio script, the "client"
then the server will transmit a constant stream of skeleton poses
which the client will apply to a ( low-poly ) figure
So, as youfrantically gesticulate in front of your Kinect camera
your figure will frantically gesticulate back at you
and all this will be recordable
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similar to what i did for the wii-mote and for the gamepads
Comments
Sweet, looking forward to it's release.
video
https://www.youtube.com/watch?v=VNwkHcRpja4
first tests the stickman posed was derived from joint positions
in this one it's derived from joint absolute angles (quaternions)
so we're getting closer to seeing Amy (Aiko3) start moving !
some progress
i'll possibly include mechanisms that remove weird limb rotations
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maybe the kinect server should talk to the kinect client ( a daz script ) in Daz Script language
It is fantastic
:-)
some walk-around mocap
Way cool, thanks for sharing!
I don't have a kinect, maybe I can find a cheap one somewhere, I've always wanted to try out some of the interesting things I see people doing with it.
This is awesome as it is and I almost feel bad asking this question but will there be a way to connect more than one Kinect to counteract occlusion?
well not in the near future
for complicated things like that you'll have to get ipisoft or breckel pro
i was supposed to wait until spring/summer before playing with the kinect
but i succumbed to temptation
so the plan is the roll out a usable kinect-mocap system for DS 1, 2, 3, 4 PC-Win7
then resume work on mcjBuilder, then the Bullet Physics engine, then the cage Deformer, then 3d painting, then ... projects i announced but didnt get to in 2010-2014 :)
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current issue, the kinect driver doesn't compensate the skeleton poses for the current kinect sensor tilt
(unless my kinect's accelerometer is toast? )
Casual, you are such a blessing to this community!!
well not in the near future
for complicated things like that you'll have to get ipisoft or breckel pro
i was supposed to wait until spring/summer before playing with the kinect
but i succumbed to temptation
so the plan is the roll out a usable kinect-mocap system for DS 1, 2, 3, 4 PC-Win7
then resume work on mcjBuilder, then the Bullet Physics engine, then the cage Deformer, then 3d painting, then ... projects i announced but didnt get to in 2010-2014 :)
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current issue, the kinect driver doesn't compensate the skeleton poses for the current kinect sensor tilt
(unless my kinect's accelerometer is toast? )
All Hail Casual!!! Looking forward to this project and ALL of the rest! And a big Happy New Year to you, Sir!
i didn't mention it in previous renders but the kinect drivers give me the figure poses in the kinect's "space"
so if the kinect is tilted the animation ( and implied ground plane ) is tilted
but that's now fixed
and i'll even bring the animation's ground level to daz studio's Y=0 level
the pose transfer from the stickman to Amy/Aiko is not correct yet
so it will be better next demonstration
but even then, i did have to fix the animation usin mcjCycleFilter
( free script that i use a lot to clean up animations and make loops loop smoothly )
the hand and feet animations will probably always require "manual" cleanup
the rest of the body, if you're carefull will me almost immediately usable
the manual will include a section about using my free animation tools which help fix animation issues
Nice progress, thanks for sharing.
This is pretty dang cool.
improved the transfer from the stickman's pose to Amy/Aiko
the arms
there's 2 phases
1 getting the limbs to point the same way
2 getting the limbs to be twisted the same way
for the collar bones, i'll probably introduce an adjustable angle offset
note that if you're familiar with mcjParent
you could animate a target that follows a hand position
then have mcjAutoLimb2014 re-build the arm animation
same thing with the feet/legs
and using mcjCycle filter you could smoothen the target trajectories
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improved the transfer from the stickman's pose to Amy/Aiko
the legs and feet
now i have to factor Aiko3's joint orientations
because they are rarely perfectly aligned with the World's X, Y or Z axis
this may allow us to handle figures like TheGirl
here you can see Aiko looks extremely way better with the collarbones with an Z Rotation offset of 20 degrees
with the collarbone rotation offset = good
with the feet glued in place using mcjAutoLimb2014 ... not so bad but not so good
will i tackle the "re-targeting" issue?
maybe ... later ... the priority is to get you something to work with if you have a kinect
( though you must know there's breckel and ipisoft and a few others ( nuicapture? actinia? ) )
i tried having the Aiko3 figure move in real-time in Daz Studio during the motion-capture
but it seemed to reduce the capture rate too much
so for the capture shown below
i start a Daz Script named mcjKinectClient
and through it, i launch the mcjKinectServer, which is, may i remind you, a PC-Windows application
the server displays a stick-person which moves as fast as me ( very close to 30fps )
and transmits the poses to the mcjKinectClient, which records them in Aiko3's timeline
but without changing the currently displayed frame, so Aiko doesn't move during motion-capture
then when you stop the capture
you can repair the animation problems and render it
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but i still havethings to fix ( feet ) before the release
Soooo...., I'm picturing you standing up in front of your Kinect camera doing Amy's funky dance for the benefit of illustration? :)
actually that's the real-life Aiko3 which was motion captured at the beach
Exclusive Video Footage Proving it all :
https://www.youtube.com/watch?v=TFn286BeIQ0
another Video Demonstration
here i used the very low-polygon-count SecondLife poser-figure
and did motion capture with real time animation in daz studio
if you have a fast PC, you'll probably be able to use more complex figures
or, do the motion capture with just the green stickman as your feedback
https://www.youtube.com/watch?v=3oBtAeEW-2s
note the lag between the Kinect Server window and the Daz Studio viewport
it's mainly because the Kinect server ( for now ) accumulates a few
poses before sending them to the daz script client )
and the result of the motion capture session, rendered by daz studio
after a few corrections done using mcjKeepOrient and mcjRepeatAction-drop-to-floor
https://www.youtube.com/watch?v=In_mIIWdDls&feature=youtu.be
This is looking really cool. Damn you got the programming skills for sure.
I'm going to have to get the USB adaptor/power supply for my kinect.
if you google for
amazon kinect adapter
that gets you the type i use, it was about $8
i read that some of the old kinects don't work on the PC ,
but the ones that were sold with the "kinect adventures" game pack ( what i bought) do work
still working on it
one of the issues is the weight of the animation data
another is ( possibly ) being able to record the kinect's audio during motion-capture
16KHz audio i think ... that must not be a big burden for the CPU(s)
and i want by record/stop buttons .... ( someday maybe speech-recognition-based )
if you google for
amazon kinect adapter
that gets you the type i use, it was about $8
i read that some of the old kinects don't work on the PC ,
but the ones that were sold with the "kinect adventures" game pack ( what i bought) do work
Is it the EastVita one you mention? This looks cool!!!
Is it the EastVita one you mention? This looks cool!!!
mine is exactly like that
http://www.amazon.ca/Xbox-Kinect-Adapter-Power-Supply/dp/B004IXRXGY
the other brands, as long as they look like that and have a similar price should work
Wow! What a great idea for motion capture at home! : )
Are you planning to make this compatible with DS only?
Makes me wish I had a kinect : )
eventually i may have a version that outputs BVH or Poser-Animations, so that could be used in Poser/Carrara and others
note that there's free versions of Breckel, and (maybe?) IPI-Soft which let you do motion capture with the kinect and save them to disk as BVH, which is a format that many 3d-software can use
a few years ago i did this motion capture with my kinect and breckel -- i did have to use many of my other free scripts to correct problems with the raw animation from Breckel
https://www.youtube.com/watch?v=wYEv7gtg68w
also, be aware that importing BVH animations ( including the 1000s of free CMU BVHs ) in Daz Studio is often problematic - i found that importing the BVHs and applying them to the free SecondLife avatar, usually works, whereas importing the BVH and applying it to Aiko/Victoria or Genesis often fails
after successfully importing the BVH and applying it to the SecondLife figure, you can save it as a Daz Studio Pose-Preset-animation, then apply that to the Aiko3/Victoria3/4 or Genesis figure
But the Breckel and IpiSoft forums probably discuss those issues at length, and you can probably now, do your motion capture, and bam apply it to Genesis - newer versions of Daz Studio like 4.7 also have improved BVH handling
I'm sure Darrin Stephens would approve of my marketing skills.
the start/stop and led buttons work, i have to implement the delayed-start
and possibly i'll add a control for the kinect tilt-motor
( one of the quirks of the kinect is that we are only allowed to activate that motor a few times and let it rest between activations )
and i guess the control of the smoothing will also be part of the server