Record Kinect particle data into upscale, high-resolution, full-color and full-motion sequences you can use directly in Autodesk Maya.
Early, low resolution test work can be watched here.
git clone http://github.com/doctorpangloss/MayaCacheIO.git
git clone http://github.com/doctorpangloss/KinectRecorder.git
cd KinectRecorder
- Download and extract http://downloads.sourceforge.net/project/emgucv/emgucv/2.4.2/libemgucv-windows-x64-gpu-2.4.2.1777.zip to the root directory.
- Download and install the Kinect SDK v1.8
- Open the Visual Studio project.
- Add MayaCacheIO as your missing reference.
- Compile & run.
- Create a
Maya
scene with aparticleShape,
and rename it to something likeS1_ParticleShape_T1
. - Change your time to 12 FPS for SVGA resolution Kinect video (higher quality, poorer motion), or 30 FPS for VGA or lower Kinect video.
- Create a new
nParticles
shape, and then delete it along with itsnucleus
node. - Connect the newly created
npParticleCloud
ornpBlinnShader
to theS1_ParticleShape
node to shade it. You achieved hardware color. - Scale the transform node,
S1_Particle
, to[810.12,810.12,810.12]
. This converts Kinect units to Maya units (even though it should theoretically just be 100). - Cache the particles. You should now have a
(project root)/data/S1_ParticleShape
directory. - Plugin your Kinect.
- Run the application.
- Choose the attached Kinect from the dropdown (multiple simultaneous recordings are supported).
- Choose your quality.
- Hit
On
to start the engine. - Change your recording directory to the place where you want to store Kinect clips. Currently, this uses an internal format, instead of the new Microsoft Kinect clip format.
- The Scene number corresponds to the number after S. The Take number corresponds to the number after T. So add a note, "ParticleShape." This lets you record multiple actors, scenes, takes, etc. easily.
- Hit
Record
andStop
. - Then switch to the
Process
tab. - Check
Leg
for the legacy PDC format.nCache
is not fully supported yet. - Check
Act
if you only want the actors. Automatic green screening! Otherwise, leave it blank to process the whole scene. - Click
Open Clip
and select the directory with all the clips you want to process. - Click
nCache...
and choose the particle data folder,(project root)/data/S1ParticleShape
. - Click process, and wait.
I transform the depth frame into the Skeleton space basis (x_depth, y_depth, depth) => (x',y',z'). I store (x', y', z') skeleton points into a floating-point RGB image. Since (x_depth, y_depth) corresponds to (x_color, y_color), I scale up the depth frame nearest neighbor to match the color frame's resolution.
This software is GPLv3 licensed. You retain full rights to the content you produce.