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MoveBox is a toolbox to animate the Microsoft Rocketbox avatars using motion captured (MoCap). Motion capture is performed using a single depth sensor, such as Azure Kinect or Windows Kinect V2. Our toolbox enables real-time animation of the user's avatar by converting the transformations between systems that have different joints and hierarchies. Additional features of the toolbox include recording, playback and looping animations, as well as basic audio lip sync, blinking and resizing of avatars. Our main contribution is both in the creation of this open source tool as well as the integration of MoveBox with Kinect V2 and Azure Kinect, as well as the interfacing with the Microsoft Rocketbox avatars.

License: MIT License

C# 98.53% HLSL 0.12% ShaderLab 0.86% Objective-C 0.47% C 0.01% Batchfile 0.02% Python 0.01%

movebox-for-microsoft-rocketbox's Issues

Is there any support for unreal engine?

Hello, I'm a developer of virtual engine
I have an Xbox Kinect and an azure Kinect
Although they can be used in the virtual engine. But because it is a third-party SDK, resulting in the lack of many functions. Precision effect is much worse
I hope to have relevant support. Now I can't use azure Kinect for face tracking or gesture recognition, or even foreground and background recognition. This can be done in Xbox Kinect. Hardware upgrade is more difficult to develop
Thank you very much.

how to remove the tracker

Hi @margonzalezfranco ,

I have two issues and I would be happy if someone could help me.

  1. I would like to remove the tracker from the scene, but I cannot find a way to do it, because when I tried to remove it and add the movebox script to the avatar male 04 it doesn't work. It feels like the avatar is a child of the tracker because when I move or rotate the tracker the avatar does the same. Is there a way to remove the tracker? If yes, how? By changing something in the code? If yes, in which script?

  2. When I press play, the tracker and the avatar change their global position and there is a rotation of 180 degrees (meaning taht before I press play the avatar looks on the opposite direction of the camera, however when I press play the avatar rotates by its self to the right position, looking the camera). How can I have a scene that the avatar is facing the camera without changing its position and rotation before and after pressing play?

Thank you in advance
Best Regards
Andrea

Using MoveBox with MediaPipe instead of VIBE

I noticed that VIBE outputs 3D rotation data for each joint which is used by the RocketBox avatars to determine the pose in each frame. I am planning on using MediaPipe Pose instead. MediaPipe outputs (x,y,z) co-ordinates (i.e. 3D translation data) for each joint. I was wondering whether RocketBox avatars take input in this format?

[Movebox_IKHandTracking - Demo Scene not working properly]

Hi @margonzalezfranco,

Thanks for this MoveBox-for-Microsoft-Rocketbox project, specifically Movebox_IKHandTracking It's just what I need to use in my thesis work using Oculus Quest and hand tracking with IK. However I can't run the MoveBox_IKHandTrackingOVRDemo Scene smoothly and hopefully someone could point me in the right direction:

I got some compilation errors and missing prefabs issues (screenshots attached below). I managed to make it work on Unity 2019.xx and 2020.xx by updating Oculus Integration, removing Avatar and dragging it again from assets. Nevertheless this new Avatar is not set up and I'm doing it manually following instructions from readme file.

Despite this it seems Avatar It's no working properly and having a working scene previously set up would be very helpful to learn how to use it. It seems that nobody else has had this issue, so I'd appreciate any feedback in order to be able to use this great resource.

Thank you in advance for your help/
Kind Regards
Miguel

/SCREENSHOTS (2)/

SharedScreenshot
SharedScreenshot2

MoveBox_CaptureStudio_Avatar doesnt work!

Hello @margonzalezfranco,

I am trying to run the MoveBox_CaptureStudio project, cause my goal is to have the following scene : (Real time avatar)

image

BTW I use the Azure Kinect (as shown in the previous picture) and I have followed all the instructions that you mentioned but unfortunately it did not work. That's why It will be nice from you if you could help me.
In addition to that, I am using a humanoid character, as well as, change the avatar but is always the same problems.

Here are some screen shoots from my project:con

image

image

image

image

Here I put tick in "optimize game object" cause if I don't choose this option it will not do the humanoid avatar

I have also some other questions, that I wish you can respond to:

1- How can I fix this?

2- How can I create a scene without an avatar (character), just with a tracker (the red Tracker on the first picture)?

Thank you in advance
Best Regards
M.Nmeri

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