1. #11
    I never saw my total height either...I was specifically paying attention to the calibration too because I had heard about peoples' heights being wrong...it showed measurements for different parts of my body but did NOT show my full height...when standing while playing my head is cut off a bit on-screen...I am 6'3" with about 8-9 feet of space...
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  2. #12
    I believe that screen shot to be from a promo or something. I specifically remember when I bought this game how cool it was going to be to see how tall it measured me at because I saw it in an ad...I was severely disappointed when it scanned and started listing heights, but never giving my total height at the end.
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  3. #13
    I need to recalibrate every time I play. If I don't the camera screws up the block punching game and when I need to hold my arms up. I have my camera set at the suggested eye level height. I first noticed something was wrong when the initial fancy looking calibration showed my hamstrings above my hips! I think those anatomical scans are just pre-set to add some eye candy.
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  4. #14
    To those having calibration issues and tall guy/gal having head cut off. That should not be happening just because you are tall! Re-calibrate by pushing Y on your controller. When you are being veiwed (in green) by the camera, hold your arms up. Don't press continue until you see the dots (connected by anatomical lines) on your feet and hands. If the camera is not doing this check your lighting. I'm annoyed the game /camera won't save my settings and I have to do it every time I play. Cheers and good luck!
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  5. #15
    SIRJACKHAMMER, this is excellent advice. I am not tall but I do have limited play space that brings me closer to the sensor. So in YSFE my head was sometimes cut off at the top and, as you have mentioned, my arms were cut off when I raised them over my head in the Stack-em-Up game. I was at first leery of trying this recalibration because I am one of the people with the "sinking feet" problem. So I was afraid that if I pointed the sensor to see more above my head it would make the "sinking feet" problem worse. But oddly enough it has improved things on both ends. While I still do not see all of my feet I do see more of them than before. And I now have better tracking of the space above my head. Unlike you, however, Kinect seems to have saved this new recalibration and I don't have to do it each time. During the recalibration I used the option of changing the angle of the sensor (up or down). I played with it until my feet were just at the edge of the bottom of the area pictured and there was as much room as possible above my head. I raised my arms to make sure they were being tracked properly. I also feel it has improved my interaction in other Kinect games.
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  6. #16
    I am not sure about this model of there being a "calibration" that is in any way permanent. I have never had trouble with my head (or feet) being cut off. Until today. For no reason at all, today I was losing my head if I came closer than about the half-way mark on the green floor box. And the sensor was sometimes losing me entirely if I backed up a bit too far. Maybe it was the lighting, or something going on when I first entered the game. Hopefully it will not be an issue tomorrow. But I am quite skeptical that there is any meaningful "scan" when you make your profile, or any other time. It behaves like it just does something on-the-fly when you turn on the game each time.
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  7. #17
    My husband and I have the same height problem. Our kinect is about 3 feet off the ground. Your shape put me somewhere just under 3 feet and my husband at 2 feet 11. There should at least be a place where we can enter the correct height or say whether or not the calibration is correct. Is there a way to do this? It really affects game play when the system thinks my hamstrings are at my hips....
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  8. #18
    Spectra_FD's Avatar Frag Doll Emeritus
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    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Liyster:
    </div></BLOCKQUOTE>

    Player Hight Calibration:
    The game does this right at the beginning. It may be the first thing it does. It happens fast, if you didn't see it you may have just been distracted. It is not something you can skip so everyone playing the game has gone through it.

    The purpose of this is not to see if your Kinect is set up right. At this point the game assumes you have everything set up correctly. If you don't it will effect your fitness test results and how the game sees you as you play.

    Proper hight for your Kinect:
    Your sensor should be set as close to your eye level as possible.

    Kinect cutting off your FEET AND HEAD:
    Cutting off your feet is a known Kinect complaint. My feet are being cut off in every Kinect game I play. However, it has not effected my game play in any way. I still score high in my workouts and I am unbeatable on some of my favorite songs in Dance Central. I haven't bothered to fix it.

    That being said, having no head I'm sure effects your gameplay. SIRJACKHAAMMER gave an excellent strategy for overcoming this issue.

    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by SIRJACKHAAMMER:
    Re-calibrate by pushing Y on your controller. When you are being viewed (in green) by the camera, hold your arms up. Don't press continue until you see the dots (connected by anatomical lines) on your feet and hands. If the camera is not doing this check your lighting. </div></BLOCKQUOTE>
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  9. #19
    Spectra -- We appreciate getting this information. But it leaves the most important questions unanswered, and doesn't help with the implied bug.

    1) How does this calibration actually affect game play? Does it in any way explain the inability of the game to track certain exercises correctly? And/or are there other calibration interactions, such as each time you log in? It seems that the head/feet cutoff is something that happens some days and not others.

    2) (The implied bug): How do we re-calibrate (or even check on the calibration data?) Apparently, we cannot.

    This second point is a big show stopper for some people, and a source of frustration for many others. This is a common problem with game interfaces that if you don't get feedback about something, then you don't trust that the game is doing it right. Which leads to all sorts of odd behavior and unhappiness...
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  10. #20
    I have to agree. Even if it turns out that the information isn't used for anything within the game - though I suspect, at the very least, it's used to calculate the relative calories one burns in combination with weight - not being able to refer back to it or have it rescan if it appears incorrect does not instill user confidence in the game. This leads more people to assume the game and/or Kinect is not tracking them properly on exercises, even if that's not the case.
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