Just curious but are you using single Kinect or one of the more advanced setups? Single Kinect is less accurate so you may see more jitter and/or sliding than in the results from more advanced setups. That said, if you use more aggressive Configurable Jitter Removal (CJR) on the legs than other body parts, you should see a great reduction in jitter. Too much CJR, however, may make the motions too smooth and robotic, so you probably don't want to set it to max. (Or maybe you do...I'll leave that up to you.) :)
With Kinect results, single or dual, I do see a little more jitter than with PS3 Eye. You can see this in
Happy Box in a few shots. Generally, it's more noticeable when we get very close the characters and when they are sitting very 'still'. I find that when the character and camera is moving the jitter is not very noticeable though.
Excessive feet sliding is not normal with DMC. I've been using DMC for a few years, and most of the time DMC has done a remarkable job keeping feet locked to the ground plane. Where I do encounter sliding is when when the performer has certain degree of twisting in the hips and DMC can't roll the thighs or rotate the heading of the ankles enough to correct for this. My understanding is that if iPi relaxed the limits it may lead to more serious tracking issues, so you just have to accept this. Luckily, the problem is rarely noticeable and should be easily correctable in a 3D app though.
Here's an example of the type of sliding I'm talking about:
iPi Studio Markerless Motion Capture: Deform Test MocapYou can see the feet are more or less locked to the ground except for the few seconds starting at 20s where the performer twists in place. Elsewhere, you should see very little sliding even when the actor walks in a tight circle. Granted this test was done using the four PS3 Eye setup but DMC's rules for good tracking are generally the same even with single Kinect data. (Well, except for the walking in a circle part of course, which would be a bit much to ask from single Kinect tracking.)
Now, if you are talking about a problem with
constant sliding even when a character is standing still, then something might be wrong with your data. The issue can be caused by loading poor or incorrect calibration data or using an improperly scaled actor for tracking.
I'll assume you have Feet Tracking is enabled, which you need especially if a character is standing and walking. FYI, I sometimes need to disable Feet Tracking but this is when I'm trying to resolve another issue and if I don't need the feet to be locked to the ground. (For example, one or two shots in Happy Box have Feet Tracking disabled but you do not see the feet in those shots anyway.) Normally, it should be enabled if you want the feet to be locked to the ground.
Hope this helps.
G.