I remember reading something about a plugin (sold in the Asset Store I believe) where one could see realtime integration of Kinect used as a mocap tool. The demo video included a basic skeleton rig mimicking human movements captured livethrough a kinect device, all in realtime in the editor window.
Any clues to what this is? I really need this for a project right now…
I dont recall seeing that. Perhaps two similar things got merged in your mind?
There are non-unity applications which can be used with a Kinect to capture motion. Once captured, this stuff can be manipulated like any other rigged animation, used in Unity etc.
There are packages to let you use Kinect with Unity inside your games. Examples exist of skeletal bones being driven by this in Unity, deforming a skinned mesh in the normal way, etc. I haven’t seen anybody use this to record animation in Unity yet, but it can certainly be done. Im quite likely to be building such a system myself soon, but I cannot say when it will be ready. I don’t yet know if my version will run in normal edit mode, or if you will have to press the play button in the editor first.
Someone did manage to get unity recording motions and export to maya. Not sure if the project was released anywhere, but here’s a demo video:
And if you want to start using the kinect in unity, zigFu (http://zigfu.com/) had a couple resources to get kinect working quickly. I used their scripts a while back and worked like a charm on my mac.
someone on the Unity kinect mailing list was recently posting code with with AnimationCurve editing functionality on top of zigfu.
We just uploaded the beta zdk zigUnity3d which has a bunch of bugs that i’m furiously fixing over the weekend… we have libraries to support Kinect SDK and OpenNI and publish to webplayer using our browser plugin and visualize raw point cloud data too.