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 Post subject: Re: Dual xbox one kinect
PostPosted: Fri Nov 13, 2015 3:00 pm 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2423
Location: Los Angeles
Kelleytoons wrote:
I'm also not happy it's not real time -- I don't need actual real time, but post processing is a bit of a PITA. But it's hard to argue with how good the results are. I would have for sure thought they were from a rig.


To me, tracking the data in Mocap Studio has not been a big deal. Once you get the workflow down, it's really fast and painless (especially with modern GTX card) and the quality is well worth the few minutes it takes to process the data.

With most entry-level realtime systems, you can expect to spend a lot longer just cleaning up the noise and errors. For me, the actual time lost with low-end 'realtime' systems is not worth the trouble.

And this is coming from a user still primarily using the multi-Kinect v1 system. :)

G.

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 Post subject: Re: Dual xbox one kinect
PostPosted: Sat Nov 14, 2015 7:25 pm 

Joined: Thu Sep 04, 2014 9:47 am
Posts: 897
Location: Florida USA
...

Totally agree!

Although I prefer the PS Eyes :)

Just wish I had a bit bigger studio area.

Inertial suits have been out for over 10 yrs, and still not that much better than when started, just sensors are getting cheaper, which isn't always a good thing.

It must be hard to create a good real-time smoothing algorithm for inertial data, or you have to pay a lot for the suit and software license subscription for Xsens.

...


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 Post subject: Re: Dual xbox one kinect
PostPosted: Sun Nov 15, 2015 8:26 am 

Joined: Thu Sep 04, 2014 9:47 am
Posts: 897
Location: Florida USA
...

There are test files available from most named brand inertial suit suppliers, get some and see the results of the outputs for yourself, in different 3D editing programs if possible.

Add your own characters to the data and see how they react also.

Do the same with iPi Studio exported data and if done properly, you will see a difference with less clean up needed.

Inertial does have more freedom of use as not confined to a cameras view, so for that aspect it is more versatile, but more clean up will be required, even with the best suit.

...


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 Post subject: Re: Dual xbox one kinect
PostPosted: Wed Feb 17, 2016 10:39 am 

Joined: Tue Nov 04, 2014 9:16 am
Posts: 101
I too want to use Kinect Xbox One cameras. Two of them. Distribute record. Am I reading right?....you need to calibrate in the same way that you calibrate the PS Eye? I've never tried multiple Kinect V2 cameras and I do know that you need to distribute record in order to get something that works. What's new to me here is that you calibrate in the same way that you do PS3 Eye cameras. That system I definitely know. I even have a Move controller strapped to a collapsable metal "gandalf staff" to paint a cage and whirlpool for the cameras to track. When I distribute record, do I need to do what I do with the PS3 cameras?......set up both of my Xbox One cameras and set up to record on 2 different PCs at same time, enable my light staff and paint a cage, then....perform....then in Ipistudio start a new project and make the first project a Calibration project?

Please clarify for me. This discussion is a little old, but I do want to know how to do this:)


I personally am not a huge fan of the Kinect setup 360 or One. For all its ease in setup, the results of the Ps3 eyes do a fantastic job if you do it right. The hardest part is having space with the right environmental conditions of light and clothing. Once you get past that, the hardware needed isn't overbearing, it's cheap, and it totally works:)



Greenlaw wrote:
I always position my Kinect devices at about 3 to 4 feet from the floor. For me, it's been better to make them the same height so I can cover the same area from different vantage points.

When you consider that each device is generating a point cloud that represents half of of a 'shell' of the performer, I think it's better to capture this shell 'head-on' so the software can try to assemble a whole 'shell' (or as much as possible anyway.)

That said, the angle and height you use may depend on the motion you want to capture. For example, if you're lying down, setting a Kinect at a higher angle may give you better overhead coverage than a lower angle would.

But in general, I think it's better to keep the height and pitch angles similar. The important thing is that the Kinect devices do not face each other head-on. This crossing rays can confuse the data.

The best way to know what works best for you is to try it out different configurations. With the Kinect system, it's quick and easy to experiment with different setups since there are fewer devices to deal with, and calibration can be easier. (With v1 I mean; calibration with multiple v2 is the same as with PS Eye cameras.)

Hope this helps.

G.


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 Post subject: Re: Dual xbox one kinect
PostPosted: Wed Feb 17, 2016 11:19 am 

Joined: Tue Nov 10, 2015 3:30 pm
Posts: 34
Right, paint light cage for calibration and record. The only thing you do with the two PCs is to connect them over the same network and then you "attach" one PC to the other (so your record is just from the one PC and it does both at the same time).

It works in my (small) office room just fine, even picking up accurate motions on the floor. If I had had the room I might have gone with other hardware, but I'm really happy with my dual Kinect setup.


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 Post subject: Re: Dual xbox one kinect
PostPosted: Wed Feb 17, 2016 12:18 pm 

Joined: Tue Nov 04, 2014 9:16 am
Posts: 101
Thanks for responding so quick! I haven't gotten the hardware for a 2nd Xbox One Kinect yet (sensor or adapter) but I really want to consider it. It didn't use to be a problem but we recently moved to a smaller office in NYC. One camera just won't do here to say nothing about not enough space for the great PS3 Eye setup. I really am going to get some gear soon and see if this works:)

Made this in November. This is PS3 cameras. 6 of them. Along with help from C4d and Maya:
https://www.youtube.com/watch?v=l0zeFk54y7g


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