good news : ( when it will be released ) you'll be able to position the stickman anywhere in the scene, before and during motion capture
this should help when building long scenes by making multiple 'takes'
and when transfering the captured motions from the stickman to the poser figure, they both can be placed anywhere
plus, you'll be able to transfer just the good segment of the stickman animation to the poser figure
so far it was not apparent but the skeleton poses and positions are inverted left/right
so in this motion capture session i was clicking a mouse button using my right hand
---
fig2, Fig. 3 - testing with Genesis 2 V6
the rotation limits had to be turned Off in order to get the correct arm pose
not sure but it seems the kinect driver tries to always set the hand-palms to face the camera
not sure ...
fig 4 - not quite there but close, the foreArm's side-side angle is zeroed, so at least the elbo is not all messed up, but the elbow and hand rotation is modified
You could always release v1 without feet/toes, and then make that Service Pack 1 ;-)
actually, following the changes i made to mirror the poses ( so that the right-handed people in the real world remain right-handed people in the Daz studio world ) the feet orientations don't look too bad, but i'll add an option to add an offset angle to the feet-bend angles
so today is Friday
and i plan to maybe try to publish version 1 of the kinect kit
i hope everyone's lookin' forward to the weekend
yesterday was Thursday
but today is Friday
so excited
tomorrow is Saturday
and then Sunday comes afterwards
and maybe we'll be playing with the kinect
before the weekend ends dz dz
Sounds good! In your test movements, you may want to move your neck side to side and forward and back. Some of these pictures it looks fine, in others it looks reversed or mirrored. (or maybe thats what you just fixed?)
Sounds good! In your test movements, you may want to move your neck side to side and forward and back. Some of these pictures it looks fine, in others it looks reversed or mirrored. (or maybe thats what you just fixed?)
the kinect almost always reports the neck as bent forth
the images where she doesnt look down, i turned the head up
on our old kinects, there's no head node
may introduce a bend offset control for the neck
and for the feet
this, among other things shows that i can transfer the animation from the stickperson to the Genesis figure
even if their root nodes are not positioned and oriented the same way
it also shows ( i hope ) that the figure's palms are oriented like the stickperson's palms
-----
Figure 3 - code needed to place and orient the stick-person anywhere during the mocap
and to place and orient the poser-figure anywhere during the pose transfer from the stickPerson to the Figure
How does this work with IK in DS? I was just watching a video on that, and I was wondering if you pinned the figures feet, would it make it less floaty? Of course, don't let any of my questions waste your time, I can test things on Monday, as well. Sunday is Super Bowl ;-)
How does this work with IK in DS? I was just watching a video on that, and I was wondering if you pinned the figures feet, would it make it less floaty? Of course, don't let any of my questions waste your time, I can test things on Monday, as well. Sunday is Super Bowl ;-)
i never really took time to understand the old ''pin'' methods and the newer IK ( or IK-like?) features
to repair BVH type of animations, or build dance/walk animations i always use mostly mcjAutoLimb/mcjAutoLimb2014 and mcjKeepOrient
and a bunch of other scripts
problem issue number 1
- if you use the server's Write to file, the files are written in Daz Studio's folder instead of in the mcjKinectServer001.exe folder
problem issue number 2
- the "Seated" mocaps are not really supported
problem issue number 3
- i suspect the script uses matrix multiplication function that works with DS 4.5+ but not with DS3.x
OK, downloaded! :) I read through the instructions, and they are very clear. I will try and make time tonight to perform a test. None of the issues mentioned should be a problem for me. Very exciting, thank you!
HI what programme opens your txt document tried words ,word pad, text pad adobe reader get only rows of numbers except adobe which states not supported ore corrupt
HI what programme opens your txt document tried words ,word pad, text pad adobe reader get only rows of numbers except adobe which states not supported ore corrupt
yes the txt file is a sample motion capture file
and it's a bunch or bone positions and orientations
it was produced by me moving in front of my kinect and recorded using the mcjKinectServer application
using the daz script mcjKinectClient's "Load Mocap" button, you can load this txt file
if all goes well you will see a stickman appear in the scene and it moves according to how i moved
then if you select a figure and use the mcjKinectClient's "Transfer This Range" button
the stickman's animation will be transfered to the figure
Comments
The interface looks good! ;)
thanks !
good news : ( when it will be released ) you'll be able to position the stickman anywhere in the scene, before and during motion capture
this should help when building long scenes by making multiple 'takes'
and when transfering the captured motions from the stickman to the poser figure, they both can be placed anywhere
plus, you'll be able to transfer just the good segment of the stickman animation to the poser figure
so far it was not apparent but the skeleton poses and positions are inverted left/right
so in this motion capture session i was clicking a mouse button using my right hand
---
fig2, Fig. 3 - testing with Genesis 2 V6
the rotation limits had to be turned Off in order to get the correct arm pose
not sure but it seems the kinect driver tries to always set the hand-palms to face the camera
not sure ...
fig 4 - not quite there but close, the foreArm's side-side angle is zeroed, so at least the elbo is not all messed up, but the elbow and hand rotation is modified
still working on understanding the rotations
the stickman rotations look fine though ... so .... we'll get there , we'll get there
( and it should work with any figure )
good news
( at least for a figure like Genesis 2 Victoria 6 )
i think i figured how to get a perfect transfer from the stickman to the Daz Figures
so that's progress :)
the colored cones prove that the limbs are twisted exactly the same way
fig 4 actually had to rework this but mmmmaybe its done
today's to-do list ... left-right mirroring the poses
once that's done, i may add some feet/toes related functionality,
fig2 - i think i got it !
You could always release v1 without feet/toes, and then make that Service Pack 1 ;-)
actually, following the changes i made to mirror the poses ( so that the right-handed people in the real world remain right-handed people in the Daz studio world ) the feet orientations don't look too bad, but i'll add an option to add an offset angle to the feet-bend angles
so it will work for high heels and flat shoes
so today is Friday
and i plan to maybe try to publish version 1 of the kinect kit
i hope everyone's lookin' forward to the weekend
yesterday was Thursday
but today is Friday
so excited
tomorrow is Saturday
and then Sunday comes afterwards
and maybe we'll be playing with the kinect
before the weekend ends dz dz
---------
Figure 2 .... solved?
Sounds good! In your test movements, you may want to move your neck side to side and forward and back. Some of these pictures it looks fine, in others it looks reversed or mirrored. (or maybe thats what you just fixed?)
the kinect almost always reports the neck as bent forth
the images where she doesnt look down, i turned the head up
on our old kinects, there's no head node
may introduce a bend offset control for the neck
and for the feet
Oh, OK that makes sense then...
VIDEO !! VIDEO !! VIDEO !! VIDEO !! VIDEO !!
raw ( i didnt put the extra hour routinely required to fix mocaps ) test
https://www.youtube.com/watch?v=UIJellHPrmQ
this, among other things shows that i can transfer the animation from the stickperson to the Genesis figure
even if their root nodes are not positioned and oriented the same way
it also shows ( i hope ) that the figure's palms are oriented like the stickperson's palms
-----
Figure 3 - code needed to place and orient the stick-person anywhere during the mocap
and to place and orient the poser-figure anywhere during the pose transfer from the stickPerson to the Figure
How does this work with IK in DS? I was just watching a video on that, and I was wondering if you pinned the figures feet, would it make it less floaty? Of course, don't let any of my questions waste your time, I can test things on Monday, as well. Sunday is Super Bowl ;-)
i never really took time to understand the old ''pin'' methods and the newer IK ( or IK-like?) features
to repair BVH type of animations, or build dance/walk animations i always use mostly mcjAutoLimb/mcjAutoLimb2014 and mcjKeepOrient
and a bunch of other scripts
the release site will be over here
https://sites.google.com/site/mcasualsdazscripts4/mcjkinectkit001
i already wrote most of the manual
as i write the manual i will probably make last minute corrections to the program(s)
then when the manual is complete i'll post the mcjKinectServer001.exe and mcjKinectClient001.dsa
Sunday ( yes today ) i guess
Figure 1 -- finishing touches on the server ( most changes related to the use of the server in standalone mode )
Monday, the release of version 001 Beta will be Monday, really really :)
but but but if you're really in a hurry, i posted the secret pre beta version here
https://sites.google.com/site/mcasualsdazscripts4/mcjkinectkit001
problem issue number 1
- if you use the server's Write to file, the files are written in Daz Studio's folder instead of in the mcjKinectServer001.exe folder
problem issue number 2
- the "Seated" mocaps are not really supported
problem issue number 3
- i suspect the script uses matrix multiplication function that works with DS 4.5+ but not with DS3.x
OK, downloaded! :) I read through the instructions, and they are very clear. I will try and make time tonight to perform a test. None of the issues mentioned should be a problem for me. Very exciting, thank you!
HI what programme opens your txt document tried words ,word pad, text pad adobe reader get only rows of numbers except adobe which states not supported ore corrupt
I think it should be only rows of numbers. I believe that is a sample motion file, and that is the position data, like a bvh file.
Thanks for your fast answer sorry I thought it was the manual will not presume next time
No problem, it is always good to ask! That's what makes a forum so helpful :) (...and I may be wrong!)
yes the txt file is a sample motion capture file
and it's a bunch or bone positions and orientations
it was produced by me moving in front of my kinect and recorded using the mcjKinectServer application
using the daz script mcjKinectClient's "Load Mocap" button, you can load this txt file
if all goes well you will see a stickman appear in the scene and it moves according to how i moved
then if you select a figure and use the mcjKinectClient's "Transfer This Range" button
the stickman's animation will be transfered to the figure
I had other obligations tonight, so I did not get to play! :( I will try and test the sample tonight, at least.
important note for the Secret pre-beta release
i forgot to block collar-bone animation
so to get good results, lock the lCollar and rCollar joints of your figure before attempting to transfer the animation from the stickman to the figure
that's the beginning of the sample mocap (20150201235209.txt) that comes with the secret pre-beta kit
that's in DS3, i used mcjKeepOrient script to fix the feet problems and i rotated the head node a bit
important notes for the Secret pre-beta release
1 - i forgot to block collar-bone animation
so to get good results, lock the lCollar and rCollar joints
of your figure before attempting to transfer the animation
from the stickman to the figure
2 - if you use the server’s Write-to-file option (checkbox)
the files are written in Daz Studio’s folder
instead of in the mcjKinectServer001.exe folder
3 - the “Seated” mocaps are not really supported
4 - i suspect the script uses matrix multiplication function
that works with DS 4.5+ but not with DS3.x
5 - the left arm Twist rotations dont seem to make sense, at least under DS3
----
the first official release wont have those problems
----
https://sites.google.com/site/mcasualsdazscripts4/mcjkinectkit001
----
DEMONSTRATION VIDEOS !
https://www.youtube.com/watch?v=UIJellHPrmQ
https://www.youtube.com/watch?v=Fhb01dw0bvk
https://www.youtube.com/watch?v=XluW-7mKZ_I
https://www.youtube.com/watch?v=In_mIIWdDls
https://www.youtube.com/watch?v=3oBtAeEW-2s
No in DS4, the left arm is really bad compared to the right arm for V4. (and NearMe) Not bad at all for Genesis.
What do you use to post examples here in the forum, do you convert to animated gif?
i use the very old Animation Shop which is related to Paintshop
it can convert (mostly uncompressed) AVIs to gif
i have to turn off all gif size optimizations because the forum's thumbnail-gifs dont support any
i always try to keep them under 1 meg and ideally 500K to avoid slowing visitors too much :)
OK, I am rendering them now. I will post a link instead of embedding them. I am using ffmpeg to convert them.
Seems to be a rotation wrong with V4's left arm, it pops as it hits a limit, and then pops back....right arm tracks fine.
LINK to GIF
i think if you turn Off the Limits of the arm joints
the arms will be properly oriented, but the left arm will be super-twisted
i dont think i'll have much trouble fixing the super-twist issue in the next release
Thanks for the testing ! it always helps