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View Code? Open in Web Editor NEWAnimation plugin for Unity3D for rigged 3D models using Oculus DK2 and Microsoft Kinect 360.
Home Page: http://www.st.fmph.uniba.sk/~motyl2/bc/
Animation plugin for Unity3D for rigged 3D models using Oculus DK2 and Microsoft Kinect 360.
Home Page: http://www.st.fmph.uniba.sk/~motyl2/bc/
Allow user to undo recent changes (N steps set in master). Initial temp clip cannot be undone (see #29).
Track one of 3 possible states of recessive arm, further explained in latex document.
Also, bind it to UserController in UserProxy
Create animation clip from current model state. Use AssetDatabase.CreateAsset.
Visuals for buttons, labels. Includes colors, backgrounds, font and pushed state visuals.
Don't interpolate joint properties on first sight, just set them.
Clip playback behaves weirdly, fix it.
Disable collision detection between recessive hand menu and dominant hand cursor.
Save changed joint rotation as a new curve (or replace the former one) in created animation clip. Should create temporary clip (see #30).
If user enters proximity of boundaries, display small modal with warning.
Should take care of pushing buttons, displaying appropriate menus and submenus and callbacks.
Menu containing additional actions displayed when user nears safe area boundary. Contains actions such as
Multiple kinect sensors should work at once in case one of them can't track the skeleton properly.
Draw marker objects for every joint. Markers should be scaled down as they are in skeleton hierarchy.
Discard changed joint rotation. Should load last available temporary clip state (see #30).
Before animation beginning, calibrate appliacation using kinect for surrounding space so the user wont bump into obstacles around him later on.
Serialize animation clip after every change to allow step by step undoing and prevent loss of data on unity crash. This is ultimately #28 done on runtime after every saved change.
Should open whenever regular menu would be triggered and no joint is selected. A wall of buttons expands in front of the user allowing him to choose some action.
Write structured graph object representing states and transitions of interactive menu. Does not include settings like saving frequency and such (which will be settable from master settings gameobject).
Allow user to rotate the model for pragmatic reasons (easier access to joints, replay from another perspective...). This does not affect the animation itself in any way. Rotating the whole skeleton container object should do the trick (it is not saved by #32).
Save current state of model as a keyframe in the animation clip. Track all the changes in skeleton hierarchy up to the container object (excluded).
Show the user where is his safe area for movement.
Links to #10
Triggering an additional action should display text above the UI confirming it was triggered.
Fix inverted tracking of joint by kinect.
should use KinectManager.
Should hold all menu and settings states and contain all callback functionality.
Settings:
If Kinect cannot track users hands properly, display big overlay modal with warning.
Track users head using information provided by Oculus Rift and adjust head joint information based on it. Also bind camera to the user proxy head joint.
Allow user to play the whole animation to this point in time.
Since we switched to forward kinematics from inverse, we don't need the change position
option in menu now, remove it and rework menu structure.
Joint markers should be:
Rotate selected markers parent object to look at the cursor.
User tracking and animation process should start and stop in appropriate situations.
Maybe start when user enters predefined area?
Stop when user selects exit from interactive menu, exit Unity interactive mode.
Display and hide additional menu properly when triggered from menu.
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