Jump to content
  • Advertisement
Sign in to follow this  
Victor Maia_144798

Is there any way to make animations using physical dolls?

This topic is 2289 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I think that's worded a bit wrong. Can detect a user "up to 3 feet from the sensor"... Should probably be something like "from as close as 3 feet away from the sensor".

Anyway, the original Kinnect is designed to work with users from 1.2m to 3.5m (~4ft - 11ft).

 


I think there's been some attempts at using Kinect (or other motion tracking devices) with real human models - or dolls, if you must - to collect animation data and filter it down to something that can be fed into a video game pipeline, for instance see here but apparently it's still too noisy to be really usable for anything beyond very low-detail animations, sadly.
Yeah, there's a motion builder plugin for Kinnect capture that's in wide use for very cheap mocap :) It works pretty well!

BTW, all mocap is too noisy. Mocap data is always used as a starting point for an animator, and always has to get cleaned up before being used in a game. Yeah, the kinnect data will be more noisy than data from a $50,000 mocap rig, but noisy data isn't just a kinnect-specific problem ;)

The real disadvantages of kinnect compared to larger (more expensive) systems is that the performance space is much smaller, the number of bones captured is smaller (e.g. no finger movements), it only captures from one angle (movement of a hand behind your back can't be captured), and can't capture more than a couple of actors at once.

Share this post


Link to post
Share on other sites
Advertisement

Is it just me or is 3 feet a little too small of a distance? That's about a meter, not a lot of space to dance in.

 
Yeah, as Hodgman said, there were alot of complaints with the first Kinect that it didn't detect well for smaller apartment living-room distances. I think the minimum you were supposed to be from it was six feet. Bear in mind, this is standing up, not sitting down on your couch. Edited by Servant of the Lord

Share this post


Link to post
Share on other sites


The Kinect for the XBox One has better hardware - maybe that'll benefit the indie mocap movement.
You'll might have to buy an entire XBox for the new Kinect - I don't know if they are sold individually - but you could probably pick them up used for cheap after about a year or so.

 

I remember reading somewhere that the XBone Kinect will not connect to a PC, but they will sell a stand-alone PC Kinect later.

Share this post


Link to post
Share on other sites

Good to be aware of - Kotaku agrees with that - separate Kinect versions for Windows vs the XBox One. The XBox 360's Kinect didn't work with the PC at first either, until homebrew developers got it working. Microsoft later released their official SDK. Here's a video showing the XBox One's capabilities - tracking several joints and even some muscles and muscle stress which might be useful for animations.

Share this post


Link to post
Share on other sites

 

That's an interesting looking device. Have you actually tried using one? Or anyone else have any experience with one? I'm curious how well something like that would actually work in practice.

 

I've tried using a Kinect for motion capture purposes, and found it to be extremely noisy, and the limited viewing space really restrictive. It also would glitch out massively if you ever self-occluded yourself and put say one leg in front of the other. I have hopes for Kinect 2, though it'll suffer from the same self-occlusion problems. Though you can alleviate those somewhat by using 2 Kinects at different angles (haven't tried that myself, so, I don't know how well that really works).

 

Plus of course, some actually has to be able to physically perform the motions you want to capture...

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!