[sldev] Body motion and facial expression tracking, Microsoft did it

Tigro Spottystripes tigrospottystripes at gmail.com
Fri Jun 5 21:52:42 PDT 2009


is that still the case client side?

Tateru Nino escreveu:
>
>
> Carlo Wood wrote:
>> On Sat, Jun 06, 2009 at 03:33:54AM +1000, Tateru Nino wrote:
>>   
>>> Maybe it isn't really about handshakes, and more about general
>>> lining-up-of-body-parts between avatars? :)
>>>     
>>
>> I'd implement this by tracking the *position* of the main
>> points (hands, head top, mouth, shoulder, crotch, etc),
>> and then define the skeleton to be the distances between
>> those points.
>>
>> Thus, if the person recording a movement brings his/her
>> hand to her mouth - that particular distance would go
>> to zero.
>>
>> When playing back, I'd then morph the skeleton such that
>> shorter distances get higher priority. Thus, a distance of
>> zero becomes garanteed zero, while a distance of 1 meter
>> may become 0.9 or 1.1 meter if needed. I'm sure this
>> can be achieved with rather simple matrix operations.
>>
>> In couple animations you can simply extent this model
>> with the main points of the second person. That way
>> you are garanteed that a handshake results in a handshake,
>> a kiss in a kiss and a fuck in a fuck.
>>
>>   
> Avatars don't occupy a common coordinate-space, however. All we
> /really/ know about the avatar is that it is drawn based on the
> position of the dimensionless point representing the agent (and offset
> up to 10m or so within a volume centered on that point). The avatar
> itself (AFAIK) exists in its own independent coordinate-space, sans
> reference to the common coordinate-space in which other agents are
> positioned, and with even less relation to the coordinate-spaces of
> other avatars.
>
> As I recall, the "physical avatar" project was supposed to solve that,
> but appears to be an abandoned effort.
> -- 
> Tateru Nino
> http://dwellonit.taterunino.net/
>
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>
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