This node controls the Kinect Skeleton tracked from a Kinect 4 camera sensor.
To track skeletons you must install the Azure Kinect Body Tracking SDK which can be found here: https://docs.microsoft.com/bs-latn-ba/azure/Kinect-dk/body-sdk-download. Click on the “msi” link to download version 1.0.1. Once installed, you will need to copy some files to your Notch installation folder. Go to “C:\Program Files\Azure Kinect Body Tracking SDK\tools” and copy the following files to “C:\Program Files\Notch” :
If this node is hashed out with red, this means the node isn’t active for some reason. Usually :
- Kinect isn’t on or hasn’t been connected to Notch.
- Kinect Skeletons have not been enabled in the project settings window.
- A suitable skeleton hasn’t been found yet.
A skeleton stream (*.skel) file imported into resources can be applied for playback to the skeleton node with no active sensor required.
Capturing a skeleton stream file during sensor playback is performed from the Devices/Capture Kinect1/Kinect2/Kinect4 data menu or by using Alt+K (once to start, once to end recording).
To visualise the tracked skeleton joints and their orientations, make sure to enable bounding box visualisation “BB” in the Nodegraph and this node is selected in the scene graph.
|Position X||Move its position along the x-axis in local space.|
|Position Y||Move its position along the y-axis in local space.|
|Position Z||Move its position along the z-axis in local space.|
|Rotation Heading||Rotate the object about the y-axis.|
|Rotation Pitch||Rotate the object about the x-axis.|
|Rotation Bank||Rotate the object about the z-axis.|
|Scale X||Scale along the x-axis.|
|Scale Y||Scale along the y-axis.|
|Scale Z||Scale along the z-axis.|
Inherit Transform Channels
Toggle which transform channels should be inherited. By default, all are on.
|Kinect Skeleton Stream||Kinect Skeleton stream (*.skel) resource for playback|
|Use Active Skeleton||When enabled, automatically select the currently active skeleton.|
|Sensor Index||The index of the Kinect4 sensor to use.|
|Avatar Index||Select which Skeleton to use from the avatar index. Only functional with Use Active Skeleton is disabled.|
|Rotate Bind Pose Joints By Facing Direction||Rotate the bind pose to face along the skeletons local rotations.|
|Input Skeleton Scale||Scale the size of the input skeleton.|
|Smoothing||How much smoothing is applied to the output skeletons motion.|
|Derive Rotations (Don’t Use Kinect SDK Rotations}||Use internally calculated rotations instead of rotations from the Kinect SDK.|
|Stream Start Frame||Start frame of Kinect Skeleton stream playback|
|Stream End Frame||End frame of Kinect Skeleton stream playback|
|Stream Frame Rate||Kinect Skeleton stream playback frame rate|
|Name||Description||Typical Node Input|
|Hierarchy Root||Connect the skeleton root node to drive the rest of the skeleton from.||Imported 3D Scene|
|Transform Modifier||Links all transform properties to the input node.||Null|
|Target Node||Always faces the x-axis towards the inputs anchor point.||Null|
|Local Transform Override||Override the transformation values of the node, relative to its parent.||Null|
Also listed are the joints for the rest of the skelatal system. To drive a node based on a specific joint, connect it to its relevant input.
The outputs section for this node is currently being worked on.