Notch Notch Manual 1.0
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Kinect1 Skeleton

Kinect1 Skeleton

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 XMove along the local x-axis.
Position YMove along the local y-axis.
Position ZMove along the local z-axis.
Rotation HeadingRotate around the local y-axis.
Rotation PitchRotate around the local x-axis.
Rotation BankRotate around the local z-axis.
Scale XScale along the local x-axis.
Scale YScale along the local y-axis.
Scale ZScale along the local z-axis.

Control the inheritance of the transforms from the parent.

ParameterDetails
PositionToggle inheritance of the Position from the parent.
RotationToggle inheritance of the Rotation from the parent.
ScaleToggle inheritance of the Scale from the parent.
World Position OnlyInherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.
Inherit TimeToggle inheritance of time from the parent.

These properties control the core behaviours of the node.

ParameterDetails
Use Active SkeletonWhen enabled, automatically select the currently active skeleton.
Avatar IndexSelect which Skeleton to use from the avatar index. Only functional with Use Active Skeleton is disabled.
Input Skeleton ScaleScale the size of the input skeleton.
SmoothingHow 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.
MirroredMirror the movements of the incoming mobcap data along the x axis.
Flip ZFlip 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