vmaslov wrote:
Hi
For accurate capturing of hand orientation consider using
PS Move controller in addition to Kinect.
FYI our software does not capture finger movements. Fingers can only be
keyframed in iPi Mocap Studio manually.
OK thanks for the reply. I'll try a PS Move. Is the limitation on kinect-only hand orientation and finger capture based on kinect's limitations or your software's? I see in the kinect studio that it's trying to make joints for my fingers and wrist, from what I can tell. Maybe it's not accurate enough in your experience to offer it in your software? You wiki on motion controllers says "Wrist rotations can be tracked only with motion controllers due to low resolution of video." Are you only using video for your mocap? I figured you'd be using the depth sensor, or a blend of sensors, from what little I've learned about kinect so far.
vmaslov wrote:
For analysis of velocity/acceleration you may look into the
Biomech addon. Activate 30-days trial on
Biomech tab.
Great, thanks.
And if anyone has advice on taking a BVH into maya and converting it to an animation "motion path" (a NURBS curve, not yet sure if there are methods for defining a motion path), I'm wondering about that as well.