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 Post subject: Re: Actor Sizing
PostPosted: Sat Mar 05, 2016 6:51 pm 

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

The iPi actor spine has a hitch in it, and doesn't react as good as the PS Eye actors skeleton, so you will get that effect inside iPi with the default Kinect actor, but may not be as prominent on a character skeleton spine.

All mesh weighting works different per character, especially on auto-rigged models, unless exact same mesh is used for all with just textures changed, so some will look better, some worse, just need to tweak out what you don't like.

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 Post subject: Re: Actor Sizing
PostPosted: Sun Mar 06, 2016 2:16 am 

Joined: Wed Mar 02, 2016 6:10 am
Posts: 13
Location: UK
Ahh ok, I didn't realise they were different. I do have 16 PS Eyes so I'll maybe try setting that up again. Unfortunately the studio background and lighting doesn't seem well suited to PS Eyes which is why I'm resorting to depth cameras. I can clean up any bad poses easily enough but the compressed spine is introducing really bad pops and glitches when it unfurls. Standing shoots seem unaffected in the spine but if the actor is too short occasionally the legs will hyperextend and lock out....which isnt too much of a problem as I'm only using the leg data for reference and then hand keying it.

But yes it does seem as though there is a scaling problem with the kinect actor in general.

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 Post subject: Re: Actor Sizing
PostPosted: Sun Mar 06, 2016 2:42 am 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2423
Location: Los Angeles
Yes, try scaling down. The idea is to reduce the height of the spine so it doesn't get all 'bent-out-of-shape' inside the point cloud.

G.

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 Post subject: Re: Actor Sizing
PostPosted: Sun Mar 06, 2016 7:35 am 

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

Did you have head tracking option on when tracking video?

Even if using a Move controller on the head, head tracking should be activated or it also affects the spine reaction.

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 Post subject: Re: Actor Sizing
PostPosted: Sun Mar 06, 2016 8:31 am 

Joined: Wed Mar 02, 2016 6:10 am
Posts: 13
Location: UK
Yes, I'm tracking head motion and shoulders from video, applying a jitter filter then applying motion data from a helmet mounted PS Move controller.

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