Home Artists Posts Import Register

Content

So, today I built a rig designed SPECIFICALLY for Kinect animations. It's sole purpose is to take raw kinect data, and guess what the animations are supposed to look like, and to reduce the amount of manual clean-up you actually have to do. And, it's surprisingly good at doing it to-

I've learned ALOT about Kinect, it's pros, cons, and limitations in the past few days. I'll be sharing everything I've found in the upcoming "Kinect Series" tutorials. For those of you who are eager to know what my take on Kinect is for serious projects, I'll put it this way. If you want to use Kinect as a way to record slice of life animations, or v-tuber, vr-chat style things, then Kinect is great for projects like that. I would say it's biggest weakness is the fact that you aren't really allowed to do animations where your body is not facing the camera without a lot of manual clean-up. I would not use Kinect for dynamic animations that involve fighting, flipping, spinning, and those sorts of things. But, I'll be releasing objective footage that show you exactly what the raw data looks like from a live actor to help you decide if it's worth it for you or not -

It'll probably take me one more day to get the Kinect Specific rig completed, but as soon as I got it, I'll be sure to pump out Kinect tutorials like there's no tomorrow :) 

Files

Comments

Anonymous

Sort of a bummer you’re only limited to walking and hand gestures. But, I’m still intrigued what it would look like if you did a back-flip in it. Take your time and have fun!

Anonymous

Fantastic! Great to see someone taking the time to see what Kinect can do! Pretty sure you'd need two 'cameras' to capture action for a subject not facing a camera on the X axis.