Written by: Tuesday, January 03, 2012
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.)
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.
Here you can download this XNA sample project including source code:
>>> Download KinectAnimationSample <<<
More information can be found in the source code. Have fun!
2 comment(s) so far...
Re: Real-Time Motion Capture using Kinect and XNA Im really intrested in creating something simmilar to this example of yours,but Im really not very familiar with Visual C#. ive downloaded your example to learn how to do that, but i cant debugg the project, i cant see it working.Do you know what should i do to test this project? what should I do to debugg it?i really apreciate your help.
Re: Real-Time Motion Capture using Kinect and XNA
Im really intrested in creating something simmilar to this example of yours,but Im really not very familiar with Visual C#. ive downloaded your example to learn how to do that, but i cant debugg the project, i cant see it working.Do you know what should i do to test this project? what should I do to debugg it?i really apreciate your help.
Re: Real-Time Motion Capture using Kinect and XNA This sample is an advanced example that contains some very difficult topics (skeletal animation, ragdoll physics, etc.). If you don't have experience with these topics or VC#, my best advise is to start slow with simpler samples (e.g. with XNA samples from Microsoft App Hub). For specific questions please visit our support forum.
This sample is an advanced example that contains some very difficult topics (skeletal animation, ragdoll physics, etc.). If you don't have experience with these topics or VC#, my best advise is to start slow with simpler samples (e.g. with XNA samples from Microsoft App Hub). For specific questions please visit our support forum.
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