Kinect Skeleton Basics - TouchDesigner Tutorial

  Рет қаралды 20,397

CutMod

CutMod

7 жыл бұрын

In this tutorial we go through the basics of driving a Limit SOP skeleton with Kinect CHOP channels. This can serve as the skeleton for all sorts of generative characters when you can't (or don't want to) use a rigged 3D model. This generative model also serves as nice source geometry for particles, instancing, etc.
Example File: / 10629927
More tutorials: cutmod.com/tutorials

Пікірлер: 11
@FuntionMedia
@FuntionMedia 7 жыл бұрын
Awesome stuff man. New to generative programming and your tutorials are great.
@1mRandom66
@1mRandom66 6 жыл бұрын
Is there a video anywhere on the stuff you already have on TD? If not, what is it that we need on the project to make this work?
7 жыл бұрын
dope!
@EvertvanIngen
@EvertvanIngen 3 жыл бұрын
The volume is *really* low in this video but other than that it's great!
@jarrelrosario3867
@jarrelrosario3867 6 жыл бұрын
Bro just wanted to ask. I'm currently taking my thesis and i want to make a kinect skeleton for dogs to track their movements. Any suggestions on how i can do it ? And yeah i will also make an svm out of it to track their behavior...
@cutmod
@cutmod 6 жыл бұрын
jarrel rosario I don't think the SDK tracks dog skeletons natively (at least not in the TD implementation of Kinect CHOP). However, Kinect TOP "player index" seems to track dogs, so perhaps their skeletons are accessible somewhere in the SDK if you write your own program.
@Remvisuals
@Remvisuals 6 жыл бұрын
hey!! so ive been trying this (along with your other tutorials which are stupendous!!) but a=having trouble getting a proper track of the skleton from the kinect. i selected the pramaters you where talking about (for the arms) but i get like a wierd 4 tubed object in the limit, it seems to move with the arms, so its tracked, but it picks up a wierd stream. i thought maybe its the shuffle not working, so i increased the n value in the shuffle (just fom trial and error..not entirely sure what it actually changes) , but it results in strange "artifacts" and stuck positions in the geometry..are you aware of the kinect translating the arms in a wierd way? - im using kinect 1414, and all the other functionalities work pretty well-perfectly :) Thanks man, you rock!
@cutmod
@cutmod 6 жыл бұрын
B-Dawg Productions, hard to say what the issue is without seeing it. The Kinect v1 has a different skeleton layout than the Kinect v2 used in my tutorials. That could be a source of confusion. Maybe try a smaller set of joints, like just shoulder>elbow>wrist of a single arm and see if results make sense. Feel free to share pic/vid of issue
@Remvisuals
@Remvisuals 5 жыл бұрын
hey! so yeah it was the kinect version...got the new kinect and subsribed to your patreon :), and the download file, worked wonderfully. im trying to connect a rigged charcter to it, but having a hard time wrapping my head around bone groups and stuff. i found some very helpful project files and info on the derivative forum, and saw a bunch of projects where they had costume models, i just cant understand how to switch there models out for my own...in terms fo what do i connect where.... (lets say this one: www.derivative.ca/forum/viewtopic.php?f=4&t=6489&start=30 (last page, kinect_mesh.toe) thanks again!
@shalinisrinivas9240
@shalinisrinivas9240 5 жыл бұрын
@@Remvisuals v
@dndot
@dndot 5 жыл бұрын
so did you import a 3d model into touchdesigner or the opposite for the spaceman?
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