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PostPosted: Tue Oct 02, 2012 5:17 am 

Joined: Fri Jul 13, 2012 5:44 am
Posts: 7
Is it just working with the kinect one or it is also working with the PS3 camera. The try I did so far the head moved a little but it did not turn like I thought it would. I mean the head kept looking forward and I intended it to look left and right.

Can you help?


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PostPosted: Tue Oct 02, 2012 6:02 am 
iPi Soft

Joined: Wed Jan 11, 2012 6:12 am
Posts: 2355
Location: Moscow, Russia
As we mentioned in release notes, currently head tracking works only for rotations in X and Z axes. Face direction is determined by Y rotation and will be implemented later this year. Head tracking works similar both for depth sensors and color cameras.


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PostPosted: Tue Oct 02, 2012 9:27 pm 

Joined: Sun Aug 12, 2012 5:50 pm
Posts: 20
tried it out today. quite pleased. Too bad about the lack of head y axis. I noticed an object between the feet (I'm calling it the skateboard) that I think is new... what is it? Also, It looks like the actor model has changed a bit. Is this for better head tracking? I still wish the move,rotate tools were easier to select and use. Is there a way to select a bone and then travel up and down the bone chain?


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PostPosted: Wed Oct 03, 2012 3:44 am 
iPi Soft

Joined: Wed Jan 11, 2012 6:12 am
Posts: 2355
Location: Moscow, Russia
Draxxuss wrote:
I noticed an object between the feet (I'm calling it the skateboard) that I think is new... what is it?

I think you checked View > Mass Objects menu item. This is an old thing showing mass proportions of skeleton parts.
Draxxuss wrote:
Also, It looks like the actor model has changed a bit. Is this for better head tracking?

We are constantly improving the model for better tracking.
Draxxuss wrote:
I still wish the move,rotate tools were easier to select and use. Is there a way to select a bone and then travel up and down the bone chain?

We plan to add combobox for precise selection of bones.


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PostPosted: Wed Oct 03, 2012 8:18 am 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2423
Location: Los Angeles
vmaslov wrote:
Draxxuss wrote:
I still wish the move,rotate tools were easier to select and use. Is there a way to select a bone and then travel up and down the bone chain?

We plan to add combobox for precise selection of bones.

Thanks! An easier method for joint selection will be appreciated. I would also like to be able to globally change the display scale for joints--the current cubes are a bit large and they sometimes gets in the way of seeing the bones.

Keep up the great work guys! Looking forward to upcoming updates. :)

G.

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PostPosted: Wed Oct 03, 2012 4:26 pm 

Joined: Wed Aug 22, 2012 11:05 am
Posts: 22
Great work!
But I still think that if the software could track a baseball cap in the head of the actor, it would solve the problem with the Y axis and improve the capture of others.


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PostPosted: Wed Oct 03, 2012 7:02 pm 

Joined: Sun Aug 12, 2012 5:50 pm
Posts: 20
I think 3dcont has it right. A ball cap would be great as it is a very cheap add on as well.

I have a question about viewport camera controls... why is the scroll wheel movement backwards? If you scroll forward, you should zoom in, and if scroll back, you should zoom out but currently it is opposite. This makes for frustrating viewport navigation.


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PostPosted: Wed Oct 03, 2012 10:57 pm 
iPi Soft

Joined: Wed Jan 11, 2012 6:12 am
Posts: 2355
Location: Moscow, Russia
Draxxuss wrote:
I have a question about viewport camera controls... why is the scroll wheel movement backwards? If you scroll forward, you should zoom in, and if scroll back, you should zoom out but currently it is opposite. This makes for frustrating viewport navigation.

It's just a matter of habit, as with Y mouse movements in flight simulators. I think we could add the behavior of wheel as one of the user preferences when we have them.


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PostPosted: Wed Oct 03, 2012 11:03 pm 
iPi Soft

Joined: Wed Jan 11, 2012 6:12 am
Posts: 2355
Location: Moscow, Russia
3dcont wrote:
But I still think that if the software could track a baseball cap in the head of the actor, it would solve the problem with the Y axis and improve the capture of others.

If the software can track a head without the need for cap, it would be better for all, right? And we have means to make it, just need some more time. If the quality of tracking is not good, we will definitely consider using some aids like colored cap.


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PostPosted: Thu Oct 04, 2012 7:46 am 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2423
Location: Los Angeles
Draxxuss wrote:
I have a question about viewport camera controls... why is the scroll wheel movement backwards? If you scroll forward, you should zoom in, and if scroll back, you should zoom out but currently it is opposite. This makes for frustrating viewport navigation.

This is actually a common behavior of the wheel for moving in 3D. It really depends on how you look at it. Some interfaces think of the wheel as controlling a camera, in which case rolling the wheel forward pushes the camera forward (as you describe.) Other interfaces think of rolling wheel backwards towards the user as bringing things closer to the user.

Some programs I've used employ both methods, the first method for manipulating a selected camera and the second for manipulating a non-camera view. It might sound confusing but it really isn't after you've used it for a little while.

G.

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Artist/Partner - Little Green Dog | My Demo Reels (2013,) (2015,) (2017,) and (2019)
Image
Watch a one minute excerpt on Vimeo now!


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