itoikenza wrote:sorry for the double post. but i wanna know if this is what i need for kinect+noesis via x86 xp & vista? primesense-win32-fullinstaller-redist-20.4.2.20.exe
also i wanna know which adapter is the right one for connection to a pc?
I actually updated Noesis to OpenNI 1.5, but I haven't released a build with that. I'll link the new appropriate driver+OpenNI+NITE package here after I get the build out. I don't know when I'll get around to that though. Hopefully soonish.
itoikenza wrote:MrAdults i really like that snapshot feature (for frame by frame animatin'), could you incorporate that into the kinect interface. if it's already there. thanks...
I plan to, yeah. It isn't there right now.
itoikenza wrote:did i kill this thread or sumthin? Anyway MrAdults can you or anyone help me resize masamune from duodecim to fit paine's model? what's the command for "size"? in .noesis files?
I haven't been ignoring it, I just got back from a week in Hawaii, and before that I'd spent a week in Palm Springs. And now that I've spent 2 weeks being irresponsible and having fun, I need to do actual work stuff again here soon. So don't be surprised if I disappear again for a bit. But anyway, you might play around with the -scale option when processing the weapon model, but it's quite possible that will also undesirably modify the bolt offset. Probably not though, it looks like it's meant to be bolted in from the origin.
finale00 wrote:So I started writing in native code rather than python, but I didn't really like C++ so I went to C# lol
Does noesis API only support C++?
Well, you have native plugins (C/C++, or anything you want that compiles to native Windows binary really), and Python. If you want anything else, that means adding support for that particular framework via native plugin yourself. You could certainly write a module to act as a C# managed framework host much in the same way that the Python plugin works, but it's going to be a pretty involved thing.
itoikenza wrote:since i dropped my kinect (from on top a door OUCH!) it seems to be acting wonky. since it only cost me $46. i guess i'll buy a brand new one next time. if qumarion doesn't come out by then!? anyway could you MrAdults make a more intuitive data viewer in respect to the bone angle offset manip. it's a pain guessin' the angle degrees. if one could just manip. the bones with the mouse. or arrow keys. that would solve everything...
Select a bone in the data viewer, then over the model preview, hold shift+left mouse and move the mouse around. It will modify the selected bone's rotation offset. As for individual frame export from the in-preview bone transforms, maybe at some point.
Tosyk wrote:MrAdults, have u been working with dragon's dogma?
looks like it has openable .mod files, also latest noesis can convert some of textures
I've never heard of it.