plugin form 4.9.2 to 4.12, Avater Mirror Function is bad working. Mirror result is error. please fix it. thanks
Hi
I have a question about using 2 kinects : one on a server and another one on a client. I’m unable to get information of the kinect on the client when i’m in networked mode. Should I specify something on the server?
thks
g.
it has been a year since this post but I came across a similar problem I needed to solve for which i need the real depth data. Where you able to figure out how to get the real data? Does this function you described in your post work? Hope you are still active on this forum
Yes I managed to get the real depth data but it is impossible with this plugin. you need to write a plugin yourself or modify the code of others.
but I tell you the issue and the way to solve it. you never know maybe decided to update their code
1- you have to disable UE4 texture compression. this way the value of each pixel is identical when you read or write it, otherwise it get compressed.
DepthTexture = UTexture2D::CreateTransient(cInfraredWidth, cInfraredHeight);
DepthTexture->CompressionSettings = TextureCompressionSettings::TC_VectorDisplacementmap;
DepthTexture->Filter = TextureFilter::TF_Nearest;
DepthTexture->SRGB = false;
2- UE4 does not expose 16 bits textures to materials neither to blueprints. even if you create your texture with 16bits per channel it will be down sampled to 8bits perchannel
so it means you cannot keep the data in one channel only. but you can break the eepth to two 8bits keep it in two different channel of a texture and use the third channel as an average or whatever.
I use a code similar to the following
if ((depth >= minDepth) && (depth <= maxDepth))
{
BYTE intensity = (BYTE)(255 - (255 * (depth - minDepth> 0 ? depth - minDepth : 0) / (maxDepth)));
DepthRGBX*.rgbRed = depth % 256; // low-value byte of depth
DepthRGBX*.rgbGreen = depth / 256; // high-value byte of depth
DepthRGBX*.rgbBlue = intensity; // a compression of 16 bits to 8 bits { this is what most of the sample codes uses}
}
else // this part is not necessary needed I just put it here to have a complete example
{
DepthRGBX*.rgbRed = 0;
DepthRGBX*.rgbGreen = 0;
DepthRGBX*.rgbBlue = 0;
}
3 - you have to remember that the 16bits of depth data you stored is in milimiters so when you want to do any distance specific data based on it, you should convert it to centimeters which is the default metrics of UE4
4 - tell me if you have any further question, i might be able to help
Hi,
Actually I try to use the plugin with the 4.13 and i have a little problem.
When i use the KinectPoseableMesh, it’s work good, but i would like more control on the skeletalmesh.
If if i try to get all rotator value from the KinectInterface and apply the convertion, my rotation are not good.
I have the same probleme with directly the GetConvertedJointOrientation from the KinectAnimInstance.
After convertion of the Kinect4UnrealIntroduction (from the market) to 4.13, the problem is the same.
On the right, with KinectPoseableMesh, it’s good, but on the middle and on the left, the rotation of the arm are not good.
http://img4.hostingpics.net/thumbs/mini_388923ScreenShot00000.png
If someone have a idea of the problem.
thanks,
Paul
Hello! I am finishing my degree in Computer Science and i’ve been asigned with the task of adapting Unreal Engine 4 to recieve as event inputs kinect v2 gestures as my enf-of-degree project. I have a whole lot of questions in my head, but the first one i should ask is: If I already have a trained Library that recognises an amount of Kinect v2 gestures, how can I recieve them in Unreal Engine as inputs for events? Please contact me if possible (rayeloy@hotmail.com) and thank you.
hi is there any chance of getting the “Kinect4Unreal” plugin for Unreal 4.15??Or any workarounds to make use of existing “Kinect4Unreal” (4.14) plugin for Unreal 4.15???
Support and Help Appreciated!!
Thank you.
Hi guys,
Did any one tried controlling camera using player’s head rotation/orientation??I want to control/rotate camera(y rotation) with respect to player’s head using kinect.
Help is appreciated!!
Thank you.
Hi,
I’m trying to run Kinect4Unreal Introduction project, but I’m getting error prompt that there is no “[root]\Engine\Plugins\Kinect4Unreal\Binaries\Win64\UE4-Kinect4Unreal.lib” file. There is only DLL file there.
I was trying to google that, but got too general answers for me to understand as I’ve never before worked with Visual Studio, nor Unreal Engine.
Any help?
The problem of incompatible version was fixed?
I’m using the version 4.14.1
It seems they’ve abandoned the plugin.
@Dijuma forget it. You can’t run or package projects with plugins without their source code.
I guess you’re right.
Do you know if have another plugin?
I’m trying to search here, but i found nothing at now.
I don’t know. Sorry. I ended up making one for myself. I’m thinking about selling it on the market. It’s missing the Kinect audio functionalities, though.
Can we still not package it without contacting the authors?
No, you can’t. The plugin files you download on their website comes without the source files. So you can use it, but not package. See Issue UE-8041
Will you do it ?
That would be great, the plugin from opaque has problems with the head joint rotation.
Please let us know if you publish your plugin
well ideally you should be able to do this. what you need is to change the camera projection matrix according to head orientation.
The problem is that UE4 does not expose this and you would need to change the engine for this matter. with some search on “projection matrix” you can find some info.
I’ve decided I will. It’s been some time that I’ve ben seeing people asking for a Kinect plugin that lets you compile the project. I just have to buy a sensor because I did my plugin using a customer’s sensor for a job, and also change some names in the C++ APIs because it currently uses the customer company name. But the plugin got pretty neat, Unreal keeps steady at more than 60fps even when displaying all the cameras’ textures in the viewport (in a GTX 970 and i7 930). What price would you guys suggest?
The head rotation works in mine but it’s limited. If you look more than about 50º to the sides, it loses tracking but that’s a Kinect thing.
@plangton @sandeep.nsk
Wouldn’t the Matrix Projection stuff be overkill? You can rotate the camera with the head joint rotation detected from the sensor. The problem is latency, though (would happen even with matrix projection). Kinect 2.0 is pretty good, near realtime, but still 30fps so you need to do a bit of interpolation to avoid stuttering in Unreal’s 60+fps and, also, if using it with a HMD the user WILL have motion sickness because of the latency (unavoidable). I’ve done something similar using Trinus with a cellphone for the head rotation tracking and Kinect would give me the head and hands location in the world.
I think you didn’t exactly get my point about the projection matrix.
there are two problem that have to different solution. to make it simple you have to distinguish between a head and eye rotation
firstly check this video out : ://www.youtube.com/watch?time_continue=11&v=90kHhOUzeQc
you’ll see that without an actual change in the camera position you have what is projected to you changed. this is not quite equivalent of rotating the camera cause a game camera is not a complete equivalent of how our perception works. but in most cases you should be able to replicate it by just simply transforming the camera.