moraell / kinectmocap4blender Goto Github PK
View Code? Open in Web Editor NEWA Kinect motion capture plugin for Blender
License: MIT License
A Kinect motion capture plugin for Blender
License: MIT License
Can you compile the PYD file and include it? Best I can tell from the SDK licenses you can.
I installed Visual Studio, downloaded boost and engie (err... whatever), and then ran into another dependency. That, combined with little C++ knowledge, stopped the compile.
Hi! I hope it's OK that I'm posting this here; it's not really an issue, but this seemed to be the best place for it.
I just tested version 1.2 in Blender 2.79, and got it set up and working very easily. I'm in a similar boat as you - I need game animations and I'm a programmer and definitely not an artist :)
I wanted to ask about whether you are planning to add, or might consider adding, any of the following features:
Tracking bone orientation (rotation)
Tracking position (root motion)
3a. Adding the rest of the bones that the Kinect v2 SDK natively supports. If I understand correctly, the joints tracked should allow you to add hip bones and thumb bones to your existing bone tracking list.
3b. Adding tracking for other bones whose joints aren't natively tracked by the Kinect v2 SDK (i.e. fingers and face). I'd personally find finger tracking to be a helpful timesaver, and there's already at least one library for Kinect v2 finger tracking (though this one is C#): https://github.com/LightBuzz/Kinect-Finger-Tracking
Thank you for the work you've done on this so far! I look forward to future releases.
The list of available armatures doesn't work well and there is an issue with the initialization.
Even though i own the Kinect for windows, which i purchased because it has the license for this type of use with it, i cannot use it because it is not V2? there is no technical reason this should not work. i am very disappointed that the original kinect for windows was intentionally left out. i understand leaving the 360 version out, but i purchased the kinect for windows specifically to get the usage license, which is seemingly neglected by this project.
Hi there,
I'm very interested in using your plug-in for school research. However, I don't have any experience with git or github. I downloaded your files and installed the python plug-in in Blender, however it isn't working as shown in the video.
What steps am I missing?
Thanks.
Basically, I have been configuring my armatures hit and miss, and I'm not sure where the problem is. I never watched the videos on rigging, and sorta learned by trial and error, except now I'm out of defendants to try. I did check bone roll which seems to often be the problem, but seemingly not in this case. The problem usually is that some part of the skeleton doesn't track, but rather spins slowly around in circles, but there are two others I've encountered. Here are three example files (basically where I've encountered them but with everything but armature and camera deleted. Apologies for anything like text data blocks that may still be there :).
head_twisting: Yes, I have a strange neck here, but I thought taking that bone out would fix the problem. Also, I've experienced the same problem with normal skeletons, except rather on the waist or something. Basically the head just keeps slowly revolving around in circles. If you need a different one I can get it, but was in a hurry when I posted this and that was the first one I thought of.
torso_no_rotate: had the most success here, but for some reason my torso isn't rotating. If i turn, my arms and shoulders move properly but the torso bone doesn't rotate and leaves my chest facing the camera.
shoulders_invert: Basically, the character's shoulders look like they're trying to move into the other shoulder's position. I have checked three times now to make sure I didn't get L and R mixed up.
I'm using Blender 2.91.0, and the menu for the addon never appears.
I check in the sidebar, and you have the usual 3 tabs, but the Kinect Mocap one never shows up.
Is this a compatibility issue with 2.91.0, or did I do something wrong?
Hello, I have the same problem that JustinA762 is having. Is there a way for your code to work for the 360 kinect and how did you record it to blender?
I have been testing this out and I got to say its the best and easiest so far,
I was wondering though is there a way we could use more than 1 Kinect v2 for more precise captures
Is this code works with linux if I migrate to linux OS with .net core?
Good morning Morgane,
I would like to port your plugin to interface with the OAK-D device, which you can see at this link:
https://medium.com/swlh/introduction-to-opencv-ai-kits-oak-1-and-oak-d-6cdf8624517
I have one, and I'd like to use it with Blender, just like you did with the Kinect 2 (I have the 360 instead).
Currently, Kinect 2 is no longer easily found, while OAK-D (open source and programmable for deep learning, in C ++ and Python) arrives in less than a week and has a possible cost.
Since I am an old Python, C and other programmer, I have already started to get my hands on the code, and in order not to re-invent hot water, I started from your sources.
I would like to call the plugin "OakMocap4Blender", by analogy to yours, and will leave the copyright notice with your name, and the link to your original github project.
Let me know if you have any contraindications to this, or if you have any suggestions.
I thank you in advance
Roberto (GeoDrinX)
Is there support for kinect azure ?
How can I use this for an xbox 360 kinect?
It seems that left and right are inverted in the demo video.
Error: other than that im clueless
Traceback (most recent call last):
File "C:\Program Files\WindowsApps\BlenderFoundation.Blender_3.6.4.0_x64__ppwjx1n5r4v9t\Blender\3.6\scripts\modules\addon_utils.py", line 333, in enable
mod = import(module_name)
File "C:\Users(why does everyone hide this?)\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\kinect_mocap.py", line 34, in
import kinectMocap4Blender
ValueError: source code string cannot contain null bytes
This issue is not your fault, moraell, but after much confusion myself I thought it might be helpful information.
To layman,
When installing and upgrading this addon, don't use blender's addon installer system as:
Hi there,
Its me again. I was wondering if you had ever attempted to use your plugin after having altered positions of bones in the meta-rig and then generating a complete rig with the Rigify add-on? I assumed that the bones that it generates would act the same as the standard meta-rig, however all that happens when I begin tracking and move around is a slight wiggle/swivel of the hips.
If you don't have any suggestions, that's okay, I just thought I'd ask.
Thanks!
if i install the addon and want to enable it it just says it cant find "kinectMocap4Blender.py" in the scripts/addons folder...
where can i find this file?
No errors in console.
Where's Kinect tab?
Praise God the plugin works! I'd like to make a feature request, though.
I wanted to use this for animating a character whilst talking, and thus audio syncing is important. I'd like it if the recording process instead of using the built-in-the-addon keying function would instead use the automatic keyframing button, similar to NI-mate addon (IE, start the tracking so the character is Kinect-ed, turn on the automatic keyframing button, and play animation button so it starts recording). I tried doing this as is but for some reason it didn't work, possibly a coding issue such as using one way to set a pose over a different method. I'm new to blender's python API but know a good bit of python, so if you don't have time to do the coding yourself maybe you'd have it easier if you told me how to do it and I do the brunt work, but IDK.
This explains how to use NI mate. But since that software doesn't work for me I'd use the add-on you wrote. The python code in their addon (which network connects to NI-mate) is legible (decently commented and isn't compiled or anything).
https://www.youtube.com/watch?v=1UPZtS5LVvw
Thx again for the great addon and doing this for free!
Hello, I'm having trouble testing the script. I am not very good with blender nor animation.
I downloaded an example model (pre-rigged) and I think I set all the bones correctly but my head just rotates around its axis (pretty weird...).
I'd like to test with an example model to see if everything is working correctly.
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