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Manual 1.0 Manual 0.9.23
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Kinect1 Skeleton

Kinect1 Skeleton

Updated: 4 Dec 2023

Control skeletal rigs from a Kinect 1.

Method #

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 nodegraph.

Parameters

These properties control the 3D transforms of the node. Transforms will generally be inherited by child nodes, although they can be ignored through the Inherit Transform Channels attributes.

ParameterDetails
Position X The objects position along the local x-axis.
Position Y The objects position along the local y-axis.
Position Z The objects position along the local z-axis.
Rotation Heading The objects rotation around the local y-axis.
Rotation Pitch The objects rotation around the local x-axis.
Rotation Bank The objects rotation around the local z-axis.
Scale X The objects scale along the local x-axis.
Scale Y The objects scale along the local y-axis.
Scale Z The objects scale along the local z-axis.

Control the inheritance of the transforms from the parent.

ParameterDetails
Position Toggle inheritance of the Position from the parent.
Rotation Toggle inheritance of the Rotation from the parent.
Scale Toggle inheritance of the Scale from the parent.
World Position Only Inherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.
Inherit Time Toggle inheritance of time from the parent.

These properties control the core behaviours of the node.

ParameterDetails
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.

Inputs

NameDescriptionTypical Input
Hierarchy RootConnect the skeleton root node to drive the rest of the skeleton from.3D Scene
Transform ModifiersApply the transforms of another node to this node.Null
Target NodeModifiy the rotations of the node to always direct the z axis towards the input.Null
Local Transform OverrideApply the transforms of another node to this node, relative to its parent.Null