Brekel Kinect Pro-Body V1 Realtime Mocap in Autodesk MotionBuilder


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Truebones .BVH motions work perfect in the following programs: Poser, Daz3D Genesis 1 and 2, I-Clone X-Change, 3DSMax Biped, iPiSoft, Secondlife, IMVU, Blender, Lightwave, Hash, Ikinema, Bvhacker, Mixamo and more..

Truebones also come with compatible .FBX files for GAME animation developers that use the following programs: Unity3D Mecanim, Unreal Engine, Autodesk MotionBuilder, Maya, Mixamo, Adobe Fuse, and more…

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45 responses to “Brekel Kinect Pro-Body V1 Realtime Mocap in Autodesk MotionBuilder”

  1. Have you used with motionbuilder 2014? I'm stuck at 2:48 the point where I would be driving the fbx character…my fbx character isnt showing up in the list. it only says brekel_kinect1 and brekel_kinect2 any thoughts or workarounds?

  2. I have a tip: if its the first time you open Motionbuilder that live option may not be checked– make sure it checked so the Brekel Pro Body asset will work the way it does in this video.

  3. Great set-up.  Just added Brekel  Kinect to the pipeline.  Great system.  Seems to be the best deal around for the price.  Wow.  Lots more expensive systems out there that don't work nearly as well. With the help of you vid and one other, got most of my own character working. Having trouble with sizing and/or first alignment of our own character.  I got it moving, but seems a little weird.  I can't seem to get the arms quite set straight.  They look straight, am I missing something there?  Also hand start in Mia's position, but the data is applied wrong.  TO be honest I seem to have accidentally deleted Mia, but looking at your rig, looks the same.  So not sure if it's really alignment at the start or more to do with sizing.  Penny for your thoughts?

  4. There is something wrong with my character when i click activate. Her arms are always up and the motion is not synced perfectly. I believe there is some characterization problem and I can't seem to get it right. Any idea how I can solve this problem?

    Thanks!

  5. what i really want is an artist's armature that sends the poses to a character rig. half of the challege with keyframing for me is the awkward method of moving things in 3d software.

  6. Thank you for your response. I believe in what you are doing and will happily promote your work 🙂

    I am very excited to see you compete with other developers to get the top spot for markerless motioncapture. You are doing very good for independent developers and I thank you for that 🙂

  7. Hi Truebones I have tested the normal free brekel version however there is a lot of shake when standing still or moving. does the new version automatically reduce the shake or is did set up the values to keep the skeleton movement to stay smooth…I also learnt a new way of connecting the mia to kinnect skel thanks to you 😛

  8. I followed all of your steps but the character doesn't move. Every one! When I look at the mia I merged in, it doesn't have the skeleton showing if that means anything.. Any sort of help would be greatly appreciated.

  9. Exellent tut! But, i need some help, i followed your steps, and when i set mia to character and kinect as input, the mia model dissapears from the screen, what im doing wrong?

    Thanks in advance!

  10. Whenever I bind a character like Mia, and after creating the t pose, her arms go up. I tried with other characters and they do the same thing. How do you match the movement so perfectly? Keep up your great work!

  11. The DAZ character "Mia" already has a character node in this video…
    The process for characterisation will differ when you merge a Maya, Blender or 3DSMAX FBX file as the file is not characterised.
    you need to have 2 characterised rigs. That is what's happening in this video but it must be stipulated that the DAZ model already has a character node.

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