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Old 01-06-2013, 06:09 PM   #1
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Brekel Kinect Pro Body and Pro PointCloud released

After two months of (public) beta two new tools have been released for use with your Kinect devices.



Brekel Kinect Pro Body can do markerless full body or upperbody motion capture of up to 2 people and export to popular formats like FBX and BVH as well as stream live into MotionBuilder.



Brekel Kinect Pro PointCloud can capture 30fps pointcloud data and export to popular mesh-cache and particle-cache formats for efficient use in 3D packages.



They accompany the existing Brekel Kinect Pro Face for doing markerless facial motion capture, recording to FBX, BVH and Poser/DAZ PZ2 formats and streaming live into MotionBuilder.



All support Kinect for Windows and Kinect for XBox devices and Trials with export capabilities are available.
Prices for individual products are $99, bundles for 2 or all 3 products are available at discounted prices.

More info at www.brekel.com
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Old 01-06-2013, 07:05 PM   #2
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Do you plan on adopting the new Kinect device once it comes to market?
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Old 01-06-2013, 07:14 PM   #3
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As far as I know no real info has been released yet on any new Kinect device.
But if it's released I'll certainly want to integrate it.
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Old 01-06-2013, 08:20 PM   #4
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Great news! Great Product!
Good price.
Wish you all the best and good luck with new release.


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Old 01-06-2013, 09:34 PM   #5
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Does the BVH export include "blendshape bones" (ie : fake bones ranging from 0 to 90 or 100 to drive blendshapes/FACS morph sliders) or is it only marker/bones based?

Best,

Eric
 
Old 01-06-2013, 09:43 PM   #6
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@Als thank you very much for your kind words!

@EricM I'm assuming you're question is regarding Pro Face.
Currently the answer is no for BVH but the FBX export does include the 'animation units' as custom attributes on the head node, so they can be used to drive blendshapes/morphs.

I hadn't actually thought of that yet and think it's a good idea, shouldn't be too hard to implement either.
I'll put it on the list for one of the next updates.

Cheers,
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Old 01-06-2013, 11:23 PM   #7
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any links to Videos showing how this performs?
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Old 01-06-2013, 11:35 PM   #8
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Sorry no video's as of yet, but if you've got access to a Kinect you can try out the Trial for yourself.
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Old 01-07-2013, 09:49 AM   #9
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Yes, I meant pro face.

I use Cinema4D and their implementation of FBX doesn't support the custom attributes, so FBX is a no go for me to drive morphs.

The fake "blendshape bones" is an idea I saw while using faceshift beta and it's probably the only easy way to drive FACS/morph based animation for non-autodesk users (as the fbx format is changing every so often).

I tried your demo, but since its export disabled, I couldn't test BVH export.

Best,

Eric
 
Old 01-07-2013, 10:14 AM   #10
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The Trials now offer export capabilities for up to 4 seconds per take so you can test things out now.

The current version BVH exports the head and markers using positions and/or rotations.
Keep an eye on the releaselog for when I add the blendshape bone idea.
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Old 01-07-2013, 10:54 AM   #11
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Cool! i will try out the trail.

It doesnt support multiple cameras/kinects right?

cheers
Inkblack
 
Old 01-07-2013, 11:00 AM   #12
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The current releases are single Kinect only, multi Kinect research & development is on the roadmap though.
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Old 01-07-2013, 04:19 PM   #13
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Hi Jasper,

two quick questions about Brekel Kinect Pro Body:

1-Does it "read" the fingers movements as is possible now with Kinect?

2-Can you record and act with one person? Not to go way into the workflow but having tried out your previous open-source version it was problematic in that one person needed to be behind the pc and another as actor otherwise on your own running back and forth the skeleton would get all screwed up. Ipi has to option to first record to movement before doing whatever magic it is to get it to a skeleton. Any such options here?
 
Old 01-07-2013, 05:42 PM   #14
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It doesn't do finger tracking, the Kinect's resolution is not sufficient to do that.
The apps that do track fingers only work when the hands are in closeup view so fingers can be isolated and detected.

You can do a single-person workflow, in fact that is how I test.
Either you use the delayed recording start so you have a few seconds to walk from you machine to the area the Kinect sees.
Or simply start recording and then walk in.

The app keeps adjusting the internal skeleton representation on the frames it sees a person and uses that knowledge on output, so it doesn't matter if there are frames where it didn't see anyone.
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Old 01-07-2013, 06:15 PM   #15
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Thanks for the fast reply!

Yeah come think of it i've only seen it use/detect my finger movements in things like menu screens where it is only tracking my hands.

Good to know it accommodates the single person workflow, i only tested the old one once and it was with the stream to Mobu option - might not have done it properly

Anyhoo it all looks very interesting!
 
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