NEW! Version 3 of iPi Motion Capture is available. iPi Motion Capture 3 delivers new features for improved workflow including support of Kinect 2, improved arms tracking, simplified calibration and others. Read more >>
This documentation corresponds to version 2 of iPi Motion Capture. The latest documentation for version 3 can be found at https://docs.ipisoft.com/
User Guide for Single Depth Sensor Configuration
System Requirements
- Computer (desktop or laptop):
- CPU: x86 compatible (Intel Pentium 4 or higher, AMD Athlon or higher), dual- or quad- core is preferable
- Operating system: Windows 7 (x86 or x64), Windows Vista (x86 or x64), Windows XP SP3 (x86 or x64)
- Video card: Direct3D 10-capable (Shader Model 4.0) gaming-class graphics card
- for more info see Cameras and accessories#Video_Card
- Microsoft Kinect Sensor (“Depth Sensor”) with separate power adapter
- If you bought "XBox 360 + Kinect" bundle then you need to order power adapter
- Optional: active USB 2.0 extension cables
- Optional: Kinect Adjustable Tripod Stands
- Minimum required space: 3m by 3m (10 by 10 feet)
Software Installation
iPi Recorder
Before installation:
- unplug all cameras from computer
Download and run the setup package of the latest version of iPi Recorder. You will be presented with the following dialog.
- Select needed components
- Read and accept the license agreement by checking appropriate checkbox
- Press the Install button to begin installation
- Note. Most of the components require administrative privileges because they install device drivers or write to Program Files and other system folders. On Windows Vista/7 you will be presented with UAC prompts when appropriate during installation. If you plan to use iPi Recorder under user which has no administrative rights, you can pre-install other components separately using administrator's account.
- Important!
- You can plug only one MS Kinect / ASUS Xtion / PrimeSense Carmine sensor to one USB controller. 1 USB controller bandwidth is not enough to record from 2 sensors.
- You can plug not more than 2 Sony PS Eye cameras to one USB controller, otherwise you will not be able to capture at 60 fps with 640 x 480 resolution.
- For more info see USB controllers.
Upon installation is complete, iPi Recorder will launch automatically. Continue with user's guide to get a knowledge of using the software.
Components
If some of the components is already installed, it has no checkbox and is marked with ALREADY INSTALLED label. You should not install all optional components in advance, without necessity. All of them can be installed separately at later time. Components descriptions below contain corresponding download links.
- Microsoft .NET Framework 4 - Client. This is required component and cannot be unchecked.
This is basic infrastructure for running .NET programs. iPi Recorder is a .NET program.- Web installer: http://www.microsoft.com/en-us/download/details.aspx?id=17113
- Standalone installer: http://www.microsoft.com/en-us/download/details.aspx?id=24872
- Playstation3 Eye Webcam :: WinUSB Drivers Registration. Check if you plan to work with Sony PS Eye cameras.
Device drivers for PS Eye camera.
- ASUS Xtion / PrimeSense Carmine :: OpenNI Redistributable and ASUS Xtion / PrimeSense Carmine :: PrimeSense Sensor. Check if you plan to work with ASUS Xtion, or ASUS Xtion Live, or PrimeSense Carmine depth sensors.
Device drivers and software libraries for ASUS Xtion / ASUS Xtion Live / PrimeSense Carmine.
- (Windows 7, 8) Microsoft Kinect :: MS Kinect SDK 1.8. Check if you plan to work with Microsoft Kinect depth sensors.
Device drivers and software libraries for Microsoft Kinect. Requires Windows 7 and later.
- (Windows XP, Vista) Microsoft Kinect :: PrimeSense psdrv3.sys Driver Registration. Check if you plan to work with Microsoft Kinect depth sensors.
Alternative device drivers for Microsoft Kinect.- 64-bit OS: http://files.ipisoft.com/drivers/KinectPsdrv3_iPi-x64.msi
- 32-bit OS: http://files.ipisoft.com/drivers/KinectPsdrv3_iPi-x86.msi
- Note. iPi Recorder does support working with Kinect sensors on Windows 7 using PrimeSense driver. If you have installed and used it for Kinect with iPi Recorder 1.x, you can continue using it with iPi Recorder 2.
- iPi Recorder 2.x.x.x. This is required component and cannot be unchecked.
iPi Recorder itself.
- Note that values of Tilt and Roll are updated with a time lag. During recording these values cannot be updated assuming that in this case sensor should be static.
iPi Studio
- Note that if you have used iPi Studio before and have Internet connection on your computer then you only need to let iPi Studio to automatically update:
iPi Studio is a core software of iPi Desktop Motion Capture (iPi DMC) solution. It’s used to process pre-recorded video and export resulted animation into most popular formats. You can use 30 days free trial.
To install iPi Studio please download and run setup program: http://ipisoft.com/downloads/iPiStudioSetup.exe. Then, follow instructions of the installation wizard.
For more info about license protection see License.
Recording Video from Depth Sensor
Finally, after all these preparations completed, you are ready for performance.
Environment
It is convenient to put MS Kinect Sensor on a chair or a table. The picture below will help you to understand possible capture area and required space:
Actor Clothing
Current version uses only depth information to track motions. So clothes requirements are:
- no restrictions on clothes colors (just avoid shiny fabrics)
- please use slim clothes to reduce noise in resulted animation
Recording Process
Press “Start Video Recording” button to begin video recording.
- Important! Initial two seconds of video should contain only background and static objects. Presence of actor or any moving objects in the initial two seconds of recorded video is unacceptable. It’s because initial seconds of video are used to calculate static background necessary to separate actor from other objects of 3D scene.
After that you can act desired motions.
To stop recording, press “Stop Video Recording” button.
Now you are ready for processing this video using iPi Studio.
Processing Video from Depth Sensor
- Run iPi Studio
- Press Ctrl+O or push “Open” button on toolbar
- Choose recorded avi file
- In the “Select Video Layout” dialog select the following values:
- Depth video from MS Kinect Camera
- Numbers of cameras: 1
- Resolution: 640x480
- After video opened, background will be calculated automatically and position of camera will be detected based on floor plane.
- Make sure, that floor is detected correctly:
- Right mouse button down on 3d view port area
- Move mouse, as a result 3d scene will be rotated
- Right mouse button up
- Visually control that 3d points from floor are located on ground plane which is marked by squared grid
- Note that you always can get back to the camera point of view by pressing 1 key on keyboard or pushing “Camera 1” button on toolbar
- Save created project by pressing Ctrl+S or pushing button “Save” on toolbar
- Position timeline slider to the frame where actor is in T-pose
- Adjust actor height using appropriate slider on tab “Actor”
- Select “Move” tool on toolbar.
- Move actor model to left or right to match roughly actor silhouette on video. Note that actor model can look smaller due to its position along axis of view. Don’t pay attention to it on this step.
- Switch to “Tracking” tab and push “Refit pose” button.
- As a result model should be matched with actor image from video. If it does not happen then delete result using item “Edit” -> “Delete pose” from main menu and repeat above actions.
- Using the slider right to the button “Show Skin” in toolbar, make sure that morph of model corresponds to the actor image. If no, than adjust arms/torso/legs morph using appropriate sliders from “Actor” tab.
- Set the beginning of Region-of-Interest (ROI) to the current frame with T-pose by pressing I key on keyboard or by double-clicking on the left edge of ROI bar under timeline.
- Switch to “Tracking” tab, check “Enable foot tracking” and “Enable shoulders tracking” checkboxes
- To start tracking just push “Track Forward” button
- Wait and watch...
Clean-up
Once initial tracking is performed on all (or part) of your video, you can begin cleaning out tracking errors (if any). Post-processing should be applied after clean-up.
Cleaning up tracking gaps
Tracking errors usually happen in a few specific video frames and propagate to multiple subsequent frames, resulting in tracking gaps. Examples of problematic frames:
- Occlusion (like one hand not visible in any of the cameras)
- Indistinctive pose (like hands folded on chest).
- Very fast motion with motion blur.
To clean up a sequence of incorrect frames (a tracking gap), you should use backward tracking:
- Go toward the last frame of tracking gap, to a frame where actor pose is distinctive (no occlusion, no motion blur etc.).
- If necessary, use Rotate, Move and IK (Inverse Kinematics) tools to edit character pose to match actor pose on video.
- Turn off Trajectory Filtering (set it to zero) so that it does not interfere with your editing.
- Click Refit Pose button to get a better fit of character pose.
- Click Track Backward button.
- Stop backward tracking as soon as it comes close to the nearest good frame.
- If necessary, go back to remaining parts of tracking gap and use forward and backward tracking to clean them up.
Cleaning up individual frames
To clean up individual frames you should use a combination of editing tools (Rotate, Move and Inverse Kinematics) and Refit Pose button.
Note: after Refit Pose operation iPi Mocap Studio automatically applies Trajectory Filtering to produce a smooth transition between frames. As the result, pose in current frame is affected by nearby frames. This may look confusing. If you want to see exact result of Refit Pose operation in current frame you should turn off Trajectory Filtering (set it to zero), but do not forget to change it back to suitable value later.
Tracking errors that cannot be cleaned up using iPi Studio
Not all tracking errors can be cleaned up in iPi Mocap Studio using automatic tracking and Refit Pose button.
- Frames immediately affected by occlusion sometimes cannot be corrected. Recommended workarounds:
- Manually edit problematic poses (not using Refit Pose button).
- Record a new video of the motion and try to minimize occlusion.
- Record a new video of the motion using more cameras.
- Frames immediately affected by motion blur sometimes cannot be corrected. Recommended workarounds:
- Manually edit problematic poses (not using Refit Pose button).
- Edit problematic poses in some external animation editor.
- Record a new video of the motion using higher framerate.
- Frames affected by strong shadows on the floor sometimes cannot be corrected. Typical example is push-ups. This is a limitation of current version of markerless mocap technology. iPi Soft is working to improve tracking in future versions of iPi Mocap Studio.
- Some other poses can be recognized incorrectly by iPi Mocap Studio. This is a limitation of current version of markerless mocap technology. iPi Soft is working to improve tracking in future versions of iPi Mocap Studio.
Tracking refinement
After the primary tracking and cleanup are complete, you can optionally run the Refine pass (see Refine Forward and Refine Backward buttons). It slightly improves accuracy of pose matching, and can automatically correct minor tracking errors. However, it takes a bit more time than the primary tracking, so it is not recommended for quick-and-dirty tests.
Important. Refine should be applied with the same tracking parameters (e.g. feet tracking, head tracking) as the primary tracking in order not to lose previously tracked data.
Important. Refine should be applied before motion controller data. Also, if you plan to manually edit the animation (not related to automatic cleanup with Refit Pose), then also do this after applying Refine.
In contrast to the primary tracking, this pass does no pose prediction, and bases its computations solely on the current pose in a frame. Essentially, running Refine is equal to automatically applying Refit Pose to a range of frames which were previously tracked.
Post-processing: Jitter Removal
Jitter Removal filter is a powerful post-processing filter. It should be applied after cleaning up tracking gaps and errors.
It is recommended that you always apply Jitter Removal filter before exporting animation.
Jitter Removal filter suppresses unwanted noise and at the same time preserves sharp, dynamic motions. By design, this filter should be applied to relatively large segments of animation (no less than 50 frames).
Range of frames affected by Jitter Removal is controlled by current Region of Interest (ROI).
You can configure Jitter Removal options for specific body parts. Default setting for Jitter Removal “aggressiveness” is 1 (one tick of corresponding slider). Oftentimes, you can get better results by applying a slightly more aggressive Jitter Removal for torso and legs. Alternatively, you may want to use less aggressive Jitter Removal settings for sharp motions like martial arts moves.
Jitter Removal filter makes an internal backup of all data produced by tracking and clean up stages. Therefore, you can re-apply Jitter Removal multiple times. Each subsequent run works off original tracking/clean-up results and overrides previous runs.
Post-processing: Trajectory Filtering
Trajectory Filter is a traditional digital signal filter. Its purpose is to filter out minor noise that remains after Jitter Removal filter.
Trajectory Filter is very fast. It is applied on-the-fly to current Region of Interest (ROI).
Default setting for Trajectory Filter is 1. Higher settings result in multiple passes of Trajectory Filter. It is recommended that you leave it at the default setting.
Trajectory Filter can be useful for “gluing” together multiple segments of animation processed with different Jitter Removal options: change the Region of Interest (ROI) to cover all of your motion (e.g. multiple segments processed with different jitter removal setting); change Trajectory Filtering setting to 0 (zero); then change it back to 1 (or other suitable value).
Export and Motion Transfer
Use File > Export Animation menu item to export all animation frames from within Region of Interest (ROI).
To export animation for specific take, right-click on take and select Export Animation item from pop-up menu.
Default iPi Character Rig
The default skeleton in iPi Mocap Studio is optimized for markerless motion capture. It may or may not be suitable as a skeleton for your character. Default iPi skeleton in T-pose has non-zero rotations for all joints. Please note that default iPi skeleton with zero rotations does not represent a meaningful pose and looks like a random pile of bones.
By default iPi Mocap Studio exports a T-pose (or a reasonable default pose for custom rig after motion transfer) in the first frame of animation. In case when it is not desired switch off Export T-pose in first frame checkbox.
Motion Transfer and Custom Rigs
iPi Mocap Studio has integrated motion transfer technology. You can import your character into iPi Studio via File > Import Target Character menu item and your motion will be transferred to your character. You may need to assign bone mappings on the Export tab for motion transfer to work correctly. You can save your motion transfer profile to XML file for future use. iPi Mocap Studio has pre-configured motion transfer profiles for many popular rigs (see below). If you export animation to format different from format your target character was imported in, only rig will be exported. If you use the same format for export, skin will be exported as well.
MotionBuilder
Use the Export Animation for MotionBuilder menu item to export your motion in MotionBuilder-friendly BVH format. MotionBuilder-friendly skeleton in T-pose has zero rotations for all joints, with bone names consistent with MotionBuilder conventions. This format may also be convenient for use with other apps like Blender.
3D MAX Biped
Use the Export Animation for 3D MAX menu item to export your motion in 3D MAX-friendly BVH format.
Create a Biped character in 3D MAX (Create > Systems > Biped). Go to Motion tab. Click Motion Capture button and import your BVH file.
Our user Cra0kalo created an example Valve Biped rig for use with 3D MAX. It may be useful if you work with Valve Source Engine characters.
Maya
Latest versions of Maya (starting with Maya 2011) have a powerful biped animation subsystem called "HumanIK". Animations exported from iPi Mocap Studio in MotionBuilder-friendly format (the Export Animation for MotionBuilder menu item) should work fine with Maya 2011 and HumanIK. The following video tutorials can be helpful:
- Maya HumanIK Mocap retarget with iPi Mocap Studio, by Wes McDermott
- Non-Destructive Live Retargeting — Maya 2011 New Features
- Motion Capture Workflow With Maya 2011
For older versions of Maya please see the #Motion Transfer and Custom Rigs section. Recommended format for import/export with older versions of Maya is FBX.
FBX
iPi Mocap Studio supports FBX format for import/export of animations and characters. By default, iPi Mocap Studio exports animations in FBX 6.0 format using FBX SDK 2012. If your target character is in FBX 7.0 or newer format, iPi Mocap Studio will export retargeted animation in FBX 2012 format.
Some applications do not use latest FBX SDK and may have problems importing newer version FBX files. In case of problems, your can use Autodesk's free FBX Converter to convert your animation file to appropriate FBX version.
COLLADA
iPi Mocap Studio supports COLLADA format for import/export of animations and characters. Current version of iPi Mocap Studio exports COLLADA animations as matrices. In case if you encounter incompatibilities with other applications' implementation of COLLADA format, we recommend using Autodesk's free FBX Converter to convert your data between FBX and COLLADA formats. FBX is known to be more universally supported in many 3D graphics packages.
LightWave
Recommended format for importing target characters from LightWave to iPi Studio is FBX. Recommended format for bringing animations from iPi Mocap Studio to LightWave is BVH or FBX.
SoftImage|XSI
Our user Eric Cosky published a tutorial on using iPi Mocap Studio with SoftImage|XSI:
http://www.ipisoft.com/forum/viewtopic.php?f=13&p=9660#p9660
Poser
Export your poser character in T-pose in BVH format (File > Export). Import your Poser character skeleton into iPi Mocap Studio (File > Import Target Character). Your animation will be transferred to your Poser character. Now you can use File > Export Animation to export your animation in BVH format for Poser.
Poser 8 has a bug with incorrect wrists animation import. The bug can be reproduced as follows: export Poser 8 character in T-pose in BVH format; import your character back into Poser 8; note how wrists are twisted unnaturally as the result.
A workaround for wrists bug is to chop off wrists from your Poser 8 skeleton (for instance using BVHacker) before importing Poser 8 target character into iPi Mocap Studio. Missing wrists should not cause any problems during motion transfer in iPi Mocap Studio if your BVH file is edited correctly. Poser will ignore missing wrists when importing resulting motion so the resulting motion will look right in Poser (wrists in default pose as expected).
DAZ 3D
The workflow for DAZ 3D is very similar to Poser. Import your DAZ 3D character skeleton into iPi Mocap Studio (File > Import Target Character). Your animation will be transferred to your DAZ 3D character. Now you can use File > Export Animation to export your animation in BVH format for DAZ 3D.
IMPORTANT: You can use DAZ character in COLLADA (.dae) format for preview, but it is strongly recommended that you use DAZ character in BVH format for motion transfer. DAZ3D has a problem with COLLADA (.dae) format: DAZ3D Studio does not export all bones into COLLADA (.dae). In particular, the following bones are not exported: eyeBrow, bodyMorphs. DAZ3D Studio does not use bone names when importing motions; instead, DAZ3D Studio just takes rotations from the list of angles as though it was a flat list with exactly the same positions as in DAZ3D internal skeleton. As the result, when you transfer the motion to a COLLADA character and import it back into DAZ3D, the motion will look wrong. iPi Mocap Studio displays a warning about this. To avoid this problem, import your DAZ target character in BVH format - DAZ3D Studio is known to export characters in BVH format correctly (with all bones).
You can improve accuracy of motion transfer by doing some additional preparation of your DAZ 3D skeleton in BVH format. For DAZ 3D Michael 4.0 and similar characters, you may need to clamp thigh joint rotation to zero to avoid unnatural leg bending. For DAZ 3D Victoria 4.0, you may need to adjust foot joint rotation to change the default “high heels“ foot pose to a more natural foot pose.
iClone
Current version of iPi Studio can only export animation in iClone-compatible BVH format. The iMotion format is not supported as of yet. That means you will need iClone PRO to be able to import the motion into iClone. Standard and EX versions of iClone do not have BVH Converter and therefore cannot import BVH files.
Workflow for iClone is straightforward. Export your animation using Export Animation for iClone menu item. Go to Animation tab in iClone and launch BVH Converter. Import your BVH file with Default profile, click Convert and save the resulting animation in iMotion format. Now your animation can be applied to iClone characters.
iClone expects an animation sampled at 15 frames per seconds. For other frame rates, you may need to create a custom BVH Converter profile by copying Default profile and editing Frame Rate setting.
BVH Converted in iClone 4 has a bug that causes distortion of legs animation. iPi Mocap Studio exports an iClone-optimized BVH correctly as can be verified by reviewing exported BVH motion in BVHacker or MotionBuilder or other third-party application. No workaround is known. We recommend that you contact iClone developers about this bug as it is out of control of iPi Soft.
Valve Source Engine SMD
Import .smd file for your Valve Source Engine character into iPi Mocap Studio via File > Import Target Character menu item. Your animation will be transferred to your character. Now you can use File > Export Animation to export your animation in Valve Source Engine SMD format.
Our user Cra0kalo created an example Valve Biped rig for use with 3D MAX. It may be useful if you wish to apply more then one capture through MotionBuilder or edit the custom keyframes in MAX.
Valve Source Filmmaker
DMX
First, you need to import your character (or its skeleton) into iPi Mocap Studio, for motion transfer.
There are currently 3 ways of doing this:
- You can import an animation DMX (in default pose) into iPi Mocap Studio. Since it has a skeleton, it should be enough for motion transfer. To create an animation DMX with default pose, you can add your character to your scene in Source Filmmaker and export DMX for corresponding animation node:
- open Animation Set Editor Tab;
- click + > Create Animation Set for New Model;
- choose a model and click Open;
- export animation for your model, in ASCII DMX format;
- There is a checkbox named Ascii in the top area of the export dialog.
- Alternatively, you can just import an SMD file with your character into iPi Mocap Studio. For example, SMD files for all Team Fortress 2 characters can be found in your SDK in a location similar to the following (you need to have Source SDK installed): C:\Program Files (x86)\Steam\steamapps\<your steam name>\sourcesdk_content\tf\modelsrc\player\pyro\parts\smd\pyro_model.smd).
- If you created a custom character in Maya, you should be able to export it in DMX model fromat. (Please see Valve documentation on how to do this).
Then you can import your model DMX into iPi Mocap Studio. Current version of iPi Mocap Studio cannot display character skin, but it should display the skeleton. Skeleton should be enough for motion transfer.
To export animation in DMX, you should just use General... export menu item in iPi Mocap Studio and choose DMX from the list of supported formats. You may also want to uncheck Export T-pose in first frame option on the Export tab in iPi Mocap Studio.
Now you can import your animation into Source Filmmaker. There will be some warnings about missing channels for face bones but you can safely ignore them.
Old way involving Maya
This was used until iPi Mocap Studio got DMX support. And still may be useful in case of any troubles with DMX. Please see the following video tutorial series:
http://www.youtube.com/playlist?list=PLD4409518E1F04270
Blender
iPi Mocap Studio can export animations in Blender-friendly BVH format. For latest versions of Blender, you can use the MotionBuilder-compatible BVH export option. For Blender version 2.59 or older you can use the Blender 2.59 or older export option.
Cinema4D
If you have experience with Cinema4D please help to expand this Wiki by posting Cinema4D import/export tips to Community Tutorials section of our user forum.
Evolver
iPi Mocap Studio supports importing of skinned Evolver characters in COLLADA or FBX format. Import your Evolver character skeleton into iPi Mocap Studio (File > Import Target Character). Your animation will be retargeted to your Evolver character. Now you can use File > Export Animation to export your animation.
Evolver offers several different skeletons for Evolver characters. Here is an example motion transfer profile for Evolver "Gaming" skeleton: evolver_game.profile.xml
Second Life
Import your Second Life character skeleton into iPi Mocap Studio (File > Import Target Character). Your animation will be transferred to your Second Life character. Now you can use File > Export Animation to export your animation in BVH format for Second Life.
SecondLife documentation contains a link to useful SL avatar files. The ZIP file includes a BVH of the "default pose". Be sure to have that.
See the discussion on our Forum for additional details: http://www.ipisoft.com/forum/viewtopic.php?f=2&p=7845
Massive
Please see our user forum for a discussion of animation import/export for Massive:
http://ipisoft.com/forum/viewtopic.php?f=12&t=3233
IKinema WebAnimate
Please see the following video tutorial on how to use iPi Mocap Studio with IKinema WebAnimate:
http://www.youtube.com/watch?v=a-yJ-O02SLU
Jimmy|Rig Pro
Please see the following video tutorial on how to use iPi Mocap Studio with Jimmy|Rig Pro:
http://www.youtube.com/watch?v=wD1keDh3fCk
Troubleshooting
Video Materials
Demo video
iPiSoft Motion Capture Workflow from Paul Stapelberg
"Car scene" by JeanDellac
Animation by NextGenReport
"First results" from Radiac
See also:
Frequently Asked Questions
Q: Is tracking realtime?
A: Not yet. You should capture video first and process the video offline after that. Speed of processing depends on your graphics card (this is a GPGPU application so a fast video card is recommended).
Q: Does iPi Mocap System support facial motion capture?
A: No, not yet.
Q: Can hands/fingers be tracked by iPi Mocap System?
A: No, not yet. Resolution of consumer-class cameras is not enough for that.
Q: What about head tracking?
A: Head tracking is not implemented as of yet but it is being developed.
Q: What output formats are supported by iPiStudio?
A: iPiStudio can export animations in many popular formats. For a full list please see Animation export and motion transfer.
Q: Is FBX format supported?
A: Yes.
Q: Can I retarget captured animation to my own character?
A: Yes. iPi Studio has built-in motion transfer. For more info please see Animation export and motion transfer.
Q: Can I use two or three Kinects with iPi Mocap System?
A: Not yet. Current version supports only one Kinect sensor.
Q: What drivers for Kinect are used in iPi Mocap System?
A: We use a lightweight solution based on the driver from PrimeSense (psdrv3.sys) to communicate with device via USB. Protocol implementation is our own.
Q: Is this driver compatible with OpenNI and Brekel plugin?
A: Yes. If you have already installed PrimeSense's OpenNI drivers for Kinect then there is no need to install drivers again thus you can deselect item “PrimeSensor Driver (psdrv3) Registration for MS Kinect Sensor” during iPi Recorder installation.
Q: Can I use OpenKinect drivers instead?
A: Yes, this is possible for compatibility but the performance will be sub-optimal. Install OpenKinect drivers and deselect item “PrimeSensor Driver (psdrv3) Registration for MS Kinect Sensor” during iPi Recorder installation. But note that OpenKinect driver is not stable and can cause a hang up of a slow computer.
Q: What does "iPi DMC" means?
A: "iPi DMC" is the abbreviation of "iPi Desktop Motion Capture". iPi Mocap System consists of:
- iPiRecorder - a tool for recording video from web cameras and depth sensors;
- iPiStudio - software application for processing pre-recorded video and exporting resulting animation.
Q: Is there a version for Mac?
A: To run this software on a Mac you need to install Windows on your Mac using Boot Camp or similar solution.
Q: How can I buy this software?
A: You can buy online.









