Notch Notch
2026.2 2026.1 0.9.23
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Kinect1 Skeleton

Kinect1 Skeleton

Updated: 15 Sep 2026

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.

You will need to activate the Kinect camera you want to use by going to Project > Settings > Video In / Capture > Kinect 1 and enabling it. Otherwise, it will not be initialized by Notch. This is by design, so Notch does not lock the device from the use by other software when you are not actively using it in Notch

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.

The properties control the time at which the node is active. See Timeline for editing time segments.

ParameterDetails
Duration Control the duration of the node’s time segment.
  • Composition Duration : Use the length of the composition for the node’s time segment duration.
  • Custom : Set a custom duration for the node’s time segment.
Node Time The custom start and end time for the node.
Duration (Timecode) The length of the node’s time segment (in time).
Duration (Frames) The length of the node’s time segment (in frames).
Time Segment Enabled Set whether the node’s time segment is enabled or not in the Timeline.

Inputs

NameDescriptionTypical Input
Hierarchy RootConnect the skeleton root node to drive the rest of the skeleton from.3D Scene
Bones TransformThe transforms of all skeleton bones, output as an array. Use with array-aware nodes to place objects on every bone at once.Transform Array
HipsThe transform of the Hips joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
SpineThe transform of the Spine joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
HeadThe transform of the Head joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
The transform of the head end face landmark, tracked by the connected face or body tracking system.Null
LeftShoulderThe transform of the left shoulder joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
LeftArmThe transform of the left upper arm joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
LeftForeArmThe transform of the left forearm joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
LeftHandThe transform of the left hand joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
RightShoulderThe transform of the right shoulder joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
RightArmThe transform of the right upper arm joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
RightForeArmThe transform of the right forearm joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
RightHandThe transform of the right hand joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
The transform of the left hip face landmark, tracked by the connected face or body tracking system.Null
LeftUpLegThe transform of the left thigh joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
LeftLegThe transform of the left shin joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
___LeftFootThe transform of the left foot joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
The transform of the right hip face landmark, tracked by the connected face or body tracking system.Null
RightUpLegThe transform of the right thigh joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
RightLegThe transform of the right shin joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
___RightFootThe transform of the right foot joint, driven by the connected mocap or body tracking system. Connect child nodes here to make them follow that bone.Null
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
Parameter Value ArrayUsed to set the parameters of the node using an array.Parameter Array

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