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It depends on what the arms are doing. Sometimes if arm movement is too quick, the tracker can lose it, or if an arm crosses the body very closely, it might 'blob' into the body. I think this is because of the Kinect's fairly low resolution. With practice, you can perform to avoid such problems without looking unnatural. For example, if I need to bring my arms to my chest, I may only bring my arm close to my chest without actually touching. This isn't critical but it may help if you run into exceptionally difficult problems.
Most of the time,I don't need to do much correction to the arms...but of course we may be capturing very different kinds of motions. When these errors do pop up (as they inevitably do,) you can fix them a number of ways.
The first thing I will try is to track past the error, correct the arm position and click Pose Refit, and then track backwards through the error. This often works if the problem isn't too vague for the tracker. (Remember to bump Trajectory Filtering to smooth out any curve mismatches.)
If it still has trouble, you may have to step through while manual adjusting and clicking Pose Refit at each problem frame. It may sound tedious but it's actually a quick process and you rarely have to do this for a lot of frames.
Finally, if Pose Refit fails, you will need to manually pose as closely to the volume as you can. Step through to check the smoothness. This is usually a last resort and I rarely need to do this.
You might want to enable show paths or trajectory or whatever it's called (sorry, I can't look at the program right now.) This may help you analyze the smoothness of the 'hand keyed' motion.
If the motion looks a little shakey, don't worry about it--Configurable Jitter Removal should clean that up. With experience you'll be able to recognize what type of jitter you can ignore and leave for CJR to handle when you're finished tracking.
Hope this helps.
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