• Xbox 360 Kinect Mo-cap Questions
    2 replies, posted
So I finally bought AN Xbox 360 Kinect to do motion capture for Source Filmmaker. I have some questions that need a little answering: 1. I have a USB 2.0 extension cable to carry the Kinect further away. Will a standard cable with M to F connection work? 2. Will the power adapter that the 360 Kinect comes with work just fine? 3. Does the ipisoft free trial and basic edition come with anti-jitter to help clean up the animation? 4. Will I need a second Kinect to make complex animations like fighting, moving from cover-to-cover, and lying down? 5. Is the Pro edition worth it for the extra features? 6. Is there another mo-cap software better than ipisoft? 7. Will a Kinect for Windows v1 be compatible with the 360 Kinect?
1. Standard USB cord should be fine 2. Yes it will do 3. It has anti-jitter options you can tweak (pre and post) 4. Depends really I've experimented a lot with it over the past years there isn't that much big of a difference imo. 5. No comment 6. Brekel 7. Yep
So I can use a 360 Kinect with a Kinect for Windows v1 for the two cameras? Cool! Brekel does sound a bit better due to the fact that it can animate the hands, head, and make waist rotations. Plus it's cheaper, which makes my budget a lot better. It's got a weird amount of options though. 1. Should I get Pro Pointcloud, Pro body, or both? Does that have anti-jitter? Can they support two Kinects? 2. Can I import the animation directly to SFM? 3. Do they have to be in a T-pose for the model animations to work? I have a model in particular that's not in a t-pose, but it's like a t-pose with the exception of the closed hands: [IMG]http://th02.deviantart.net/fs70/PRE/i/2015/052/8/d/tfu_optimus_by_maddogsamureye-d8hix05.png[/IMG]
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