Kinect1 Skeleton
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.
Parameter Details
Position X Move along the local x-axis.
Position Y Move along the local y-axis.
Position Z Move along the local z-axis.
Rotation Heading Rotate around the local y-axis.
Rotation Pitch Rotate around the local x-axis.
Rotation Bank Rotate around the local z-axis.
Scale X Scale along the local x-axis.
Scale Y Scale along the local y-axis.
Scale Z Scale along the local z-axis.
Control the inheritance of the transforms from the parent.
Parameter Details
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.
Parameter Details
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
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.
Parameter | Details |
---|---|
Position X | Move along the local x-axis. |
Position Y | Move along the local y-axis. |
Position Z | Move along the local z-axis. |
Rotation Heading | Rotate around the local y-axis. |
Rotation Pitch | Rotate around the local x-axis. |
Rotation Bank | Rotate around the local z-axis. |
Scale X | Scale along the local x-axis. |
Scale Y | Scale along the local y-axis. |
Scale Z | Scale along the local z-axis. |
Control the inheritance of the transforms from the parent.
Parameter | Details |
---|---|
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.
Parameter | Details |
---|---|
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 Input |
---|---|---|
Hierarchy Root | Connect the skeleton root node to drive the rest of the skeleton from. | 3D Scene |
Transform Modifiers | Apply the transforms of another node to this node. | Null |
Target Node | Modifiy the rotations of the node to always direct the z axis towards the input. | Null |
Local Transform Override | Apply the transforms of another node to this node, relative to its parent. | Null |