Hi Jesse. Thank you for replying so quickly. I was able to view the example clip you suggested in Blender (with the head Axis turned on). When I played the clip, it appears that the head does not rotate independently around the Z axis.
For my project, I used a human meta-rig as a base armature (i think it’s from Rigify), I renamed all the bones using the NI mate joint names, and used the bone constraint “stretch to” to match all the joints to the generated empties. I then used a separate armature to “copy rotation” of the bones in the first armature. As a result, the armature works really well, with the exception of the head not looking left or right.
The way I built my project is based largely on a video tutorial I found from Remington Creative on youtube. However, in none of the tutorials that I’ve seen does anyone address the issue of the head not looking left or right. The only time I have ever seen an armature successfully be able to do this, as well as get my armature’s head to work this way, is by using a modified version of NI mate called Kinector. Kinector also allows for easy and effective head and face tracking, however, the overall motion capture is delayed, and jerky/glitchy in it’s appearance (especially the legs and feet). Because of this, I keep switching back to NI mate 2.14 because of how fluid the motion capture appears in real time. Unfortunately I’m still struggling to get the head to look left and right, and have not been able to get face tracking to work either.
I really appreciate your help with this. Is it possible for me to upload my .blend file for you to review?