This node controls the Kinect Skeleton tracked from a Kinect camera sensor.
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.
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.
|Use Active Skeleton||When enabled, automatically select the currently active skeleton.|
|Avatar Index||Select which Skeleton to use from the avatar index. Only functional with Use Active Skeleton is disabled.|
|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.|
|Mirrored||Mirror the movements of the incoming mobcap data along the x axis.|
|Flip Z||Flip the Z axis of the skeleton, to match a model with a flipped z axis.|
|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.