Yes the two programs I use (MikuMikuDance and MikuMikuMoving. The latter being the newer one still being updated and improved upon) have roughly native support for the Kinect. So I didn't have to "hack" anything.
I just install the official Windows Kinect SDK drivers for the Kinect. Plug it in, then have MikuMikuMoving enable the Kinect whenever I want it to record my movements. MikuMikuDance is an older program and it was tricky at first getting it to work with the Kinect using the official drivers since it was originally programmed to use the unofficial OpenNI drivers. But fortunately the maker of MikuMikuMoving made a modified DLL file that allows the program to interface with the official drivers instead, so I can use both programs and still have Kinect support in both.
My bedroom is a bit too cramped and small for the Kinect to operate at 100% effectiveness, so the range of motions I can have characters do is a bit limited and what I do end up doing needs to be cleaned up and fixed afterwords since sometimes there is noise in the animation. (like arms/feet twitching sometimes, though it happens most often with the feet).
Recently I've gotten the idea to try and export the BF1942 skeleton to MMD, record an animation with the Kinect and export the animation. Then import it into 3DSMax and export to BF1942. It will be interesting if I am able to make useuable BF1942 animations through this process.
EDIT:
Well fudge. I was able to get the model and skeleton to work in MMD/MMM, but MMD/MMM doesn't know how to assign the Kinect motion capture to the correct bones since the bone names are different. Thus Kinect motion recording wont' work. I can animate them the traditional way though.
