mcjKinectKit for Kinect V1 and in June 2018 Kinect V2 - script and exe for DS 3, 4

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Comments

  • 3dOutlaw3dOutlaw Posts: 2,471
    edited December 1969

    The interface looks good! ;)

  • mCasualmCasual Posts: 4,607
    edited January 2015

    3doutlaw said:
    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

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  • mCasualmCasual Posts: 4,607
    edited January 2015

    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

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  • mCasualmCasual Posts: 4,607
    edited January 2015

    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 )

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  • mCasualmCasual Posts: 4,607
    edited January 2015

    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

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  • mCasualmCasual Posts: 4,607
    edited January 2015

    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 !

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  • 3dOutlaw3dOutlaw Posts: 2,471
    edited December 1969

    You could always release v1 without feet/toes, and then make that Service Pack 1 ;-)

  • mCasualmCasual Posts: 4,607
    edited January 2015

    3doutlaw said:
    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

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  • mCasualmCasual Posts: 4,607
    edited January 2015

    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?

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  • 3dOutlaw3dOutlaw Posts: 2,471
    edited December 1969

    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?)

  • mCasualmCasual Posts: 4,607
    edited January 2015

    3doutlaw said:
    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

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  • 3dOutlaw3dOutlaw Posts: 2,471
    edited December 1969

    Oh, OK that makes sense then...

  • mCasualmCasual Posts: 4,607
    edited January 2015

    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

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  • 3dOutlaw3dOutlaw Posts: 2,471
    edited December 1969

    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 ;-)

  • mCasualmCasual Posts: 4,607
    edited January 2015

    3doutlaw said:
    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

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  • mCasualmCasual Posts: 4,607
    edited February 2015

    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 )

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  • mCasualmCasual Posts: 4,607
    edited February 2015

    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

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  • 3dOutlaw3dOutlaw Posts: 2,471
    edited December 1969

    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!

  • jimlinjimlin Posts: 146
    edited December 1969

    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

  • 3dOutlaw3dOutlaw Posts: 2,471
    edited December 1969

    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.

  • jimlinjimlin Posts: 146
    edited December 1969

    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.[/quote

    Thanks for your fast answer sorry I thought it was the manual will not presume next time

  • 3dOutlaw3dOutlaw Posts: 2,471
    edited December 1969

    No problem, it is always good to ask! That's what makes a forum so helpful :) (...and I may be wrong!)

  • mCasualmCasual Posts: 4,607
    edited December 1969

    jimlin said:
    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

  • 3dOutlaw3dOutlaw Posts: 2,471
    edited December 1969

    I had other obligations tonight, so I did not get to play! :( I will try and test the sample tonight, at least.

  • mCasualmCasual Posts: 4,607
    edited February 2015

    3doutlaw said:
    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

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  • mCasualmCasual Posts: 4,607
    edited February 2015

    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

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  • 3dOutlaw3dOutlaw Posts: 2,471
    edited December 1969

    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?

  • mCasualmCasual Posts: 4,607
    edited December 1969

    3doutlaw said:
    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 :)

  • 3dOutlaw3dOutlaw Posts: 2,471
    edited February 2015

    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

    Post edited by 3dOutlaw on
  • mCasualmCasual Posts: 4,607
    edited February 2015

    3doutlaw said:
    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

    Post edited by mCasual on
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