Real-Time Motion Capture using Kinect and XNA 2012-01-03 21 Comment(s) UPDATE: Check the next blog post for an updated example project. A while ago we discussed in the Forum how to use the Microsoft Kinect SDK to animate a character model in real-time and how to apply movement constraints (e.g. joint rotation limits). Yesterday our company got a new Kinect device and I figured I might spend the rest of the afternoon trying to write a small XNA sample. Here is the result: (You can download the source code below the video.) Description The sample uses the “Marionette” approach that was discussed in the forum. It uses the ragdoll features of DigitalRune Animation and therefore automatically supports collision detection. The ragdoll should be able to interact with other physics objects (e.g. push a ball) – but I have not tested this yet. This is my first motion capture attempt using Kinect. It was hacked together in only 4 hours (+1.5h clean-up and commenting) - that means, there is really a lot that should be improved. But it is a good proof-of-concept. Download Here you can download this XNA sample project including source code: >>> Download KinectAnimationSample* <<< *UPDATE: Check the next blog post for an updated example project. Requirements Microsoft XNA GameStudio 4.0 Microsoft Kinect SDK Beta2 DigitalRune Engine Instructions After downloading unblock the zip file. Extract the zip. Move the folder KinectAnimationSample into the Samples/DigitalRune.Animation folder of the DigitalRune Engine More information can be found in the source code. Have fun!