DIY Kinect Motion Capture Studio | Blender

Remington Creative · 762K views · 2017 · 19:26

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Computer graphics & renderingAnimation & visual effectsEmbedded systems & DIY electronicstutorialdated

Why Blender Stack Exchange recommends it

Blender Stack Exchange users link it as the step-by-step reference for Kinect and NI Mate motion capture, both when answering how to puppeteer a character with sensors and when asking follow-up questions about their own setups.

Recommended by 1 people across 1 different months, 2018 to 2019.

What it is

A 2017 tutorial from Remington Creative showing how to build a low-budget motion capture setup using a Kinect v2, a USB adapter, the Kinect SDK and Delicode's NI Mate add-on to drive a rig in Blender in real time. It covers the hardware, software installation, and recording animation onto a rig.

What people said

Recommends Sprad001 · 2019-01 · Blender Stack Exchange · on “Can motion sensors be used to make a character move in Blender?”

Yes, it is possible to even move a human skeleton in real time in Blender but you need a few things to implement it. A few external software, an XBox One Kinect and an adapter for it, in order to be able to plug it into a computer USB. The computer has to have a USB3 connection and for this a USB controller by Intel or Renesas, otherwise it will not work. I would not recommend the XBox 360 Kinect because that has a lot less resolution and less features. Instead of writing a mass of info here I rather give you a YouTube link where all this is explained in detail, including how to make all this work in Blender in real time. You will find all the links to the hardware and software that you need

Cites Giovanni Amêndola · 2018-04 · Blender Stack Exchange · on “Blender + Ni Mate (Mocap Animation)”

I made an animation with Blender + Ni Mate using the Kinect v2, i have followed this tutorial: [this video] I have my own armature that is copying the ni mate armature, but when i record the animation, blender puts the animation movement on the bones of the ni-mate kinect armature, so when i export the animation in a fbx file and import on unity there's a lot of animation files. Is it possible to do this animation in to my own armature and export as an fbx or other type of file and import into Unity?

Cites Lo Piazza · 2018-12 · Blender Stack Exchange · on “Bone Rotation in Pose Position”

I am trying to create Motion-Capture rig using blender, copying the rig from this video: [this video] Everything is set up and supposed to be working fine, the only problem is that almost all of the bones rotate as soon as I switch the rig from rest mode to pose mode, causing the models torso to twist, the feet to be upside down and overall preventing me from using it for animation. Does anyone know why the bones rotate like this and how I can prevent it from happening? Heres the link to the file: [LINK] Thanks in advance and goodbye

Cites user99999991 · 2019-04 · Blender Stack Exchange · on “Kinect + Ni Mate Export to Fbx”

I have a setup with the Kinect + Blender + Ni Mate software here [this video] . My recording is all nice and ready. My pose is constrained to the bones of the "Kinect" one. My keyframes are all on empties it appears, but my armature is constrained to those. I want to now export the animation to FBX. However, when I go to do so, it takes half an hour. When it is finished, the .fbx file is 700kb but if you try to import this into anything (like Unreal Engine 4), it takes another half an hour to load back in and expands RAM memory to a wopping 4+GB with animations everywhere, presumably per bone. I want 1 animation file for my armature with only what is in the recorded clip. What am I doing wrong? M