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« Reply #2640 on: August 13, 2011, 02:14:45 PM » |
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hey BJ is u going 2 use the unofficial Primesense / OpenNI 4 camera data / skeleton tracking respectively or the OFFICIAL Kinect SDK as a base 4 mocap cause there is a downside to both. the SDK (by microsoft) it only supports Windows 7 and it is beta. the OpenNI / mocap drivers get updated periodically etc. but only supports 1 Kinect where as the SDK supports multiple and is very flexible. so as you can see there are ups and there are downs to both its up 2 u you decide SuperSmasher I was going to use the Kinect SDK because it has a summary of each function, is already in C#, and is official, whereas OpenNI only has a C# wrapper for C++ functions and no function summaries. Inb4anyonecomplains: I chose to add Kinect tracking myself, so if anyone doesn't have Windows 7 or a Kinect, all I can say is "Too bad, you should be glad I'm adding any skeleton tracking..." :/
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« Reply #2641 on: August 13, 2011, 02:42:54 PM » |
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Pros/Cons 4 sdk OpenNI Pros/Cons all r true
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« Reply #2642 on: August 13, 2011, 03:14:41 PM » |
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Inb4anyonecomplains: I chose to add Kinect tracking myself, so if anyone doesn't have Windows 7 or a Kinect, all I can say is "Too bad, you should be glad I'm adding any skeleton tracking..." :/ BAMF: yea I'm glad yur adding skeleton tracking that almost 50% of the world can't use... I love not being able to use this lovely new feature
EDIT: why not program for the best OS instead of the 2nd most crappy one hmmmmmmmmmmmmmm
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« Last Edit: August 13, 2011, 03:18:51 PM by Tcll »
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« Reply #2643 on: August 13, 2011, 03:22:21 PM » |
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BAMF: yea I'm glad yur adding skeleton tracking that almost 50% of the world can't use... I love not being able to use this lovely new feature
EDIT: why not program for the best OS instead of the 2nd most crappy one hmmmmmmmmmmmmmm
& what operating system wood that b?
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« Reply #2645 on: August 13, 2011, 03:26:58 PM » |
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& what operating system wood that b? WinXP Pro (most convienent and user friendly)
Vista < 7 < XP < Home < Pro
actually... the list is better >_> 7 isn't the 2nd best...
EDITED: Vista < XP < 7 < XP Home < 7 Ult < XP Pro
yes, 7 Ult is nearly as good as XP Pro
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« Reply #2646 on: August 13, 2011, 03:31:21 PM » |
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Um TCLL....you know you can just go to gamestop in like, a year and a half and probably find a Used kinect that somebody dropped off right? That would still be expansive, but it wouldn't be as much.
I'm waiting to see if the price goes down first, maybe even wait till christmas next year before I think about buying that one.
By that time, BJ will probably finish BB3 XD and the Kinect thingy will be more solid and working.
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« Reply #2647 on: August 13, 2011, 05:10:58 PM » |
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Did i jus come in and hear Kinect tracking, in my Brawl box?
I have a PS3, and i'll buy a Kinect just for that.
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Sig by Segtendo. Epic
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« Reply #2648 on: August 13, 2011, 07:08:19 PM » |
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Did i jus come in and hear Kinect tracking, in my Brawl box?
I have a PS3, and i'll buy a Kinect just for that.
Indeed. I have good news! I fixed the DAE parsing error with the nodes (the node swap issue, where joints came after the other nodes). What I did was, parsed the nodes in the the order they're in the DAE (ex: node, node, joint), and then sorted the list of nodes so that joints came first with a custom list comparison function. You'll still have to follow the exporting instructions I have on the OP, but you shouldn't have problems importing DAEs now. I'll test it on multiple DAEs just make sure. There is one extra rule I have to mention. If your model is all 1 huge mesh, chances are that the primitives will mess up. By "mess up," I mean this (ignore the texture, just notice that there's no mesh in some places): That's supposed to be Yoko Littner. All the vertices are intact, but the primitives are screwed lol. Just don't import your model as a single mesh and you'll be fine. You need to seperate the objects by the texture they use anyways, as you can see in the images.
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« Reply #2649 on: August 13, 2011, 07:13:32 PM » |
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Indeed. I have good news! I fixed the DAE parsing error with the nodes (the node swap issue, where joints came after the other nodes). What I did was, parsed the nodes in the the order they're in the DAE (ex: node, node, joint), and then sorted the list of nodes so that joints came first with a custom list comparison function. You'll still have to follow the exporting instructions I have on the OP, but you shouldn't have problems importing DAEs now. I'll test it on multiple DAEs just make sure. There is one extra rule I have to mention. If your model is all 1 huge mesh, chances are that the primitives will mess up. By "mess up," I mean this (ignore the texture, just notice that there's no mesh in some places): That's supposed to be Yoko Littner. All the vertices are intact, but the primitives are screwed lol. Just don't import your model as a single mesh and you'll be fine. You need to seperate the objects by the texture they use anyways, as you can see in the images. The name of the bones are weird O_o
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« Reply #2650 on: August 13, 2011, 07:19:32 PM » |
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OMG ~
That's good for me cause Alpha has like, a seperate texture on each of her skin/mesh segments anyway.
I'll probably have to make my own skeleton for her body and then add the hair bones via brawlbox, and the other bones I need to add like XRotN, YrotN etc.
By the way, since it's a brawl standard, should I add a TopN bone at the very top of the bone tree for my character?
Alpha's not the only one I want to import, King bulkubin too from the bridge of eldin stage~ Hehe he would make an entertaining replacement for Dedede XD
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« Reply #2652 on: August 13, 2011, 07:52:57 PM » |
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If you got that where I think you got it, you wouldn't happen to have a DOA4/DOAUltimate ISO on you would you
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« Reply #2653 on: August 13, 2011, 07:54:44 PM » |
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give me... NOW!!!!!!!!!! xDD
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« Reply #2654 on: August 13, 2011, 07:59:08 PM » |
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If you got that where I think you got it, you wouldn't happen to have a DOA4/DOAUltimate ISO on you would you nope and i have Morrigan and LeiLei
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