Recommended C++ Mocap Streaming Skeleton Plugin Approach?
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Looking to write a Maya C++ plugin for streaming live skeleton data into Maya using the Maya API.
Reviewing the available information shows 3 possible options, all of which appear to have issues.
1. Mocap server (devkit/mocap). This is pretty old stuff (2006?), at one point was deprecated? Must launch separate process and use networking for IPC, which seems a bit involved and possibly error prone for our users. Also, not clear if this still works? We are really hoping for a cleaner more integrated solution?
2. MPxClientDeviceNode / MPxThreadedDeviceNode "is an extension of MPxThreadedDevice node, and is intended for creating Maya devices that act as clients. An example of this will be a Maya device that listens for animation data that is sent from another application." (from Maya api docs). This sound great, but there are no examples showing how to use this class. Does Autodesk recommend this approach? Are there any examples of using it?
1. Mocap server (devkit/mocap). This is pretty old stuff (2006?), at one point was deprecated? Must launch separate process and use networking for IPC, which seems a bit involved and possibly error prone for our users. Also, not clear if this still works? We are really hoping for a cleaner more integrated solution?
2. MPxClientDeviceNode / MPxThreadedDeviceNode "is an extension of MPxThreadedDevice node, and is intended for creating Maya devices that act as clients. An example of this will be a Maya device that listens for animation data that is sent from another application." (from Maya api docs). This sound great, but there are no examples showing how to use this class. Does Autodesk recommend this approach? Are there any examples of using it?
3. 'Live Link' This does not appear to allow incoming data, only outgoing. No API for this. The Mobu live link into Maya seems discontinued. Is this a viable approach?
Any insights greatly appreciated!
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