C++ library for control arbitary skin-model with Kinect/MoCaps
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Latest commit d1ab3b1 Mar 8, 2016

README.md

#Open Avataring Toolkit This is WIP project, which subject to control arbitary skeleton-mesh with arbitary input skeleton stream.
WIP means:

  • No support from Author absolutely. No associate docutment yet.
  • The code are also not ensured to compile or run at this stage.

License : GPL-V3 for WIP stage.

#Build and Dependencies

Supported Hardware

  • Vicon Mocap
  • Leap Motion
  • Kinect 2 for Windows/XBox One

Planned Supported Game Engine

  • Customized Engein
  • Unreal 4.10 + (Todo)
  • Unity 5 + (Todo)

##Platform/Compiler

  • Windows 8.1+
  • Visual Studio 2015 (VC++ 14)

##External SDK and Library

  • Eigen 3.2.6+ (included)
  • DirectXTK (included)
  • tinyXML2 (included)
  • tinyObjLoader (included)
  • GSL (included)
  • CGAL (included)

##Makesure / Define following MARCOS in Enviroment Variable $(PATH)

  • $(LeapSDK_Root) D:\SDKs\LeapSDK
  • $(KINECTSDK20_DIR) C:\Program Files\Microsoft SDKs\Kinect\v2.0_1409\
  • $(FBX_SDK_ROOT) C:\Program Files\Autodesk\FBX\FBX SDK\2016.1.2