Frequenty Asked Questions – Cinema Mo Cap
January 7, 2014
Greetings! Since our launch of Cinema Mo Cap, the response in the community has been, quite simply, amazing. We’ve had a huge outpouring of awesome comments, reviews, suggestions, etc. for Cinema Mo Cap. We want to extend a very special thank you to all of you, for supporting Cinema Suite buy either purchasing Cinema Mo Cap, checking out our forums and contributing, leaving us reviews on the Unity Asset Store, watching our launch and tutorial series videos on youtube, reaching out to us on Facebook and Twitter and contacting us via our support email. We have had many questions come up from everyone about Cinema Mo Cap, and we do our best to answer all of your inquiries. However, some specific questions are asked time and time again – so it’s time for:
Q: I absolutely love my Mac. I want to do as much as I can on my Mac without ever having to go near that evil, diabolical Microsoft Windows! Will you offer native Mac Support?
A: Yes. We are working on Mac support and it is a bigger challenge than we initially thought. In short, Mac does not support the Microsoft Kinect SDK, so we need to further develop in OpenNI. However, OpenNI supports only 15 points of motion data, while the Kinect supports 20. Mac support will be coming soon, but it may/will not be as accurate as the Windows Version.
Q: But, but…Cinema Mo Cap is so awesome, how can I use Cinema Mo Cap right NOW, if I have a Mac?
A: You can Install Windows on your Mac using Bootcamp in a dual-boot configuration, or you can use Parallels (we have not tested in Parallels). Microsoft claims Kinect support on Parallels here - http://msdn.microsoft.com/en-us/library/jj663795.aspx so there should be no problems with both options.
Q: I just got my fancy new Xbox One! Can I use the new Kinect from my Xbox One in Cinema Mo Cap?
A: Unfortunately not. Microsoft has made it very clear that their new Kinect 2 for the Xbox One, will NOT be compatible with the PC. However, they will be releasing a windows version of the Kinect 2 sometime in 2014. We will definitely offer a Kinect 2 add-on in a future release of Cinema Mo Cap.
Q: I am a Ninja. I have serious Ninja skills and need to capture this with Cinema Mo Cap for all the world to see. Will you support multiple Kinects so I can cross my arms and do insane kicks?
A: Absolutely. Our goal is to offer increased accuracy by supporting mutiple devices. This is currently in development and will be a future add-on to Cinema Mo Cap. Be patient, as this is a good sized technical challenge for us.
Q: I use Blender for creating animations, and I think Cinema Mo Cap would be awesome for creating a base animation then editing and tweaking afterwards in Blender. Is this possible?
A: Yes it is! Cinema Mo Cap creates an FBX compatible Collada file with the Animation baked in. Our newest version (v1.1) allows you to open this file inside of Blender or other animation packages to further refine your animation. Check out our tutorial series on YouTube – http://www.youtube.com/cinemasuiteinc.
Q: I’m a rebel, I have an Asus Xtion and Primesense sensors, but don’t have a Kinect. Can these be used in Cinema Mo Cap?
A: Not yet. However, when we finish our Mac development that has native OpenNI support, these devices will also be supported in Windows and Mac.
Q: Can I use my Kinect from my Xbox 360 in Cinema Mo Cap?
A: Absolutely! If you have an original Xbox 360, you are set, just plug the Kinect into your PC. If you have a newer Xbox 360, you will need a USB adaptor. These can be purchased from Amazon.com for as little as 8 dollars. Cinema Mo Cap supports both Kinect for Xbox360 and for Windows.
Q: I’m a bit of the old school mixed with the new school. In the future, could I combine an original Kinect, and a Kinect 2 together to create some Mo Cap gold?
A: We have no idea at this point, but if we find it is possible in the future, we will make it happen.
Q: I like to make funny faces in the mirror. Are you working on facial capture solutions?
A: We sure are. Stay tuned!