Something like that is what i wanted with the animations! :) I think there is still a lot that can be improved with the whole kinect mocap and im sure it will in the future. thx, i buyed my kinect only for useing it with my pc. :)
This homemade Kinect mocap stuff is pretty interesting, cool stuff. How responsive is it? It looks like there are some latency issues or is that just because of the video framerate?
After a lot of spaghetti man mutations i finally have a realtime mocap with kinect that is showable! [ame]http://www.youtube.com/watch?v=8citLUgu8gE[/ame]
Modelled a vending machine over the past couple of days at work.. It's great doing some high poly, subd stuff. Didn't get much chance to do any on Kinect Disneyland! :) It's also a nice change from doing lots of handpainted stuff too :D
Got my Skeleton rigged and i couldnt resist getting it into Motion Builder. After a lot of try and error i got physics for the jaw and head working along with the Kinect Motion Capture. And then i had to play with some ragdolls :) [ame]http://www.youtube.com/watch?v=ieEW0MR08w8[/ame]
have my first useable Kinect Mocap animations in the UDK: [ame]http://www.youtube.com/watch?v=R-Qaq_8M_oo[/ame] Head and jaw have physics that i baked in Motion Builder and i have made some tweaks to the animations in 3Ds max. I probably play the heavy walk animation when he starts walking and blend then over to the other…