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Kinect v2 capture I did a while ago.. around 34sec, you can see the hit/torso bends weird.. don't know how to fix that.
Looks like you didn't have head tracking on during this tracking?
Noticeable elevation in animation quality for just the first attempts over use of 1 Kv2.
Hmm, not sure why you didn't receive that email, I will try again, but I didn't know which way your room L/W was, so drew it as 3.5 m (L) x 5 m (W), but if it runs the opposite way, that diagram probably won't work anyway, it looks like you had no issue with a full 360 rotation how you have them set up now though.
Like you said, just 1st tests, you will get things optimized to look much better, especially once get into more extreme, and actually usable motions.
It is also better to perform your motions with a bit more over acting, iPi doesn't really track subtle motion all that well and it may look a bit stiff when exported if you don't make you actions just a bit more exaggerated than natural would be, also best to maintain a perimeter of approx. 4-6 inches off the body with the arms and hands in relation to any other part of the body, it will track better which is most important and can easily be adjusted in an external editor later.
With the recent iPi Studio update, can't you export at 60 fps, even if a 50 fps animation?
Maya will automatically bring animation files at 1/2 the frames of what they were recorded in, but it will or should appear at correct speed, if you manually switch it to 50, or 60 fps, it will just add frames to the animation timeline, it shouldn't increase the animation speed.
Without a Move controller on the head, you will get some glitching on the head, but it is usually easy to fix on a layer in editing in external 3D editor, a tip also it to restrain the hair within a tie type dark color head wrap, and keep hair off the sides and back of the neck also, you can try using full (5) on the head during Jitter removal and set Trajectory Smooth up more before exporting.
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