[=Divo;181037]
Struggling with this as well.
Even packaged in shipping mode it looks like it’s not picking up any of the kinect functionality.
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it looks like there is an issue with the events binding maybe? i’m not entirely sure what the problem is but everything else in the game runs just fine but it’s never detecting a skeleton. I know the problem isn’t that it can’t see me because it works just fine in PIE mode.
this is embarassing, and I’m awfully sorry… I actually pulled the wrong branch from github :o . After actually checking out the 4.5 version, everything compiled just fine. Now, on to some avateering!
this is embarassing, and I’m awfully sorry… I actually pulled the wrong branch from github :o . After actually checking out the 4.5 version, everything compiled just fine. Now, on to some avateering!
Move along, nothing to see here…
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I was actually just getting on here to keep up my end of the deal. I did the setup for one of the guys I work with and it went really smooth. I’m glad to hear that you got it up and working though!
[=Divo;181037]
Struggling with this as well.
Even packaged in shipping mode it looks like it’s not picking up any of the kinect functionality.
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Anyone have any experience with this? I would like to package my project or at least get it to work in standalone mode so I can use it with my OR for testing but I can’t seem to get the kinect to work.
I put some debug code in to see what was going on and it looks like the event for the skeleton bind is never getting fired but from what I can tell the delegates are getting assigned.
I don’t have access to my development box right now, so this is a wild guess and out of memory… Did you add the KinectV2 plugin to the Target build script in your project (<projectname>.Target.cs)? I think something like
[=Viewtron;183955]
Could someone upload a working demo scene with a rig in it? I’m trying to understand this in Blueprints and it would be really helpful!
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[=;183353]
I don’t have access to my development box right now, so this is a wild guess and out of memory… Did you add the KinectV2 plugin to the Target build script in your project (<projectname>.Target.cs)? I think something like
has to be added there. Will try how building and shipping works for me tonight.
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I tried this but i’m having other issues with my build ATM. I will try again once I get some other things fixed and let you know.
Thanks for the tip though, I didn’t have this and this might be the issue. I’m in the middle of doing a large scene assembly so many things are currently broken
If you have specific issues let us know and we can see what we can do to help.
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Link is down.
I’m trying to get this work with a 4.5 build.
Also sometimes when I play my game in viewport the kinect seems to control my cursor in editor for some reason. Anyone else got this problem?
[=;183353]
I don’t have access to my development box right now, so this is a wild guess and out of memory… Did you add the KinectV2 plugin to the Target build script in your project (<projectname>.Target.cs)? I think something like
has to be added there. Will try how building and shipping works for me tonight.
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I gave this a go after fixing the other things I broke on my end and it’s still not working unfortunately. I added it in the constructor of the target.cs class. It simply seems as though it’s not picking up my skeleton but when I play in editor it works just fine so I know the skeleton detection is working. I’m not sure if it’s an issue with binding the events or something else.
Any additional assistance would be greatly appreciated.
So I have tried a few different things and I’m still having the same issue. It appears that i’m not getting a reference to the event manager but I don’t know why. This works just fine when I play in editor. Here are the errors:
When I check to see if the event manager is valid I get false back. But nothing else complains while running. I would expect to get errors on invalid types and stuff if the plugin itself wasn’t loaded.
[=RuBa1987;185442]
So I have tried a few different things and I’m still having the same issue. It appears that i’m not getting a reference to the event manager but I don’t know why. This works just fine when I play in editor. Here are the errors:
When I check to see if the event manager is valid I get false back. But nothing else complains while running. I would expect to get errors on invalid types and stuff if the plugin itself wasn’t loaded.
Any thoughts?
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Ok, so this looks like it’s a simple issue of order of operations. The problem was that the event bind for the event manager wasn’t getting set until after the
begin play
event as firing. I was binding the skeleton detected/lost events as well as the updated events on begin play in my pawn. This was causing it to try to call
UKinectFunctionLibrary::GetKinectEventManager
before
GetKinectManagerEvent.IsBound()
would return true because it hadn’t fired the constructor for
FKinectV2InputDevice
where the delegate gets bound.
The reason this worked in PIE mode is because that constructor is called on editor load so it’s already built and you’re good to go. When you load it up in standalone mode or a packaged version it causes the timing issue.
To get around this I put the event bindings in my tick method of the pawn and on each tick I just check to see if the event manager is valid. Once the manager is valid then I bind the events and set another bool to make sure I don’t do it more than once.
I tried to get a blueprint running to get my Kinect to move a character in game for me in a test room I made. However, I was not receiving any signal and reading through here it looks like I was just missing some initial setup steps. Here is where I am at now…the problem here is that what I was reading above from RuBa’s post with the example Blueprints does not compile. Did I do something wrong here? It is saying my events are not compatible with the bindings I gave them for some reason, did you run into this issue too RuBa? My blueprint here is basically a mashup of the blueprint by RuBa and the demo by the OP with the bone rotation (which by the way I can’t seem to get working either, so if someone has got that working at least that would be a great help).
[=;187055]
I tried to get a blueprint running to get my Kinect to move a character in game for me in a test room I made. However, I was not receiving any signal and reading through here it looks like I was just missing some initial setup steps. Here is where I am at now…the problem here is that what I was reading above from RuBa’s post with the example Blueprints does not compile. Did I do something wrong here? It is saying my events are not compatible with the bindings I gave them for some reason, did you run into this issue too RuBa? My blueprint here is basically a mashup of the blueprint by RuBa and the demo by the OP with the bone rotation (which by the way I can’t seem to get working either, so if someone has got that working at least that would be a great help).
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I did have some weirdness around creating the event bindings. I’m not sure why this is but, as with most things, there is more than one way to do it. I noticed I had this problem when I made the event to bind to myself. I can’t remember everything exactly right now as I’m not in front of my dev box but when you do the binding I think there are two options (maybe “bind” and “assign”) try both and the one that creates the event binding for you (draws the little red line and make a new event node) is the one you want to use. I have no idea why this happens but it was yelling at me for a similar thing.
Can you describe the issue you are having with the bone rotations?
Also, I wouldn’t recommend using the transforms when you break the kinect body. I know it says that it’s deprecated but use the break the gives you the bones and use the info on the bones. That seems to be only reliable way I can get things to work. For some reason the transform data isn’t the same as the rest making it very hard to work with. I’m not sure if the mappings are different or if something is off with the rotation but it is just too difficult to work with and I haven’t had the time to look into it.
That being said, IMHO, the ideal way to do the animations here would be to set up an IK system rather than an FK system. Meaning the only bone in an arm that you would track would be the hand (or wrist) and retarget the elbow and shoulder based on that. It would be a similar feel to how A.R.T. works when using the hand IK control. Then you could also do it based on location rather than the rotation which I feel is easier to work with in general. This would give you a couple of big wins. The first being that you would be tracking less bones which means less noise on the input. The second is that it’s less data to manage. This isn’t so big but it’s nice to have to manage less data from an API.
The big downside to using the kinect bones over the transforms is that you will need to write your own filter. The one euro filter that is there only works for transforms. This isn’t all that bad and it gives you a bit more control over the filter. I redid the one euro in BP for the kinect bones and I’m getting decent results. I did it a bit differently though. I have one filter per parameter. Meaning if I am using a filter on the shoulder rotation I have a separate filters for yaw, pitch, and roll. This lets me filter each piece of data independently as each piece has its own noise and therefore needs its own filter. This also lets me set the filter params per piece of data. This also makes it extremely tedious but with some reasonable defaults and the option to override or ignore each filter it’s not that bad.
God Day All !!
Being working a couple weeks on Plugin, got compiled the V2 on 4.5 from 's GitHub Branch, said that, the problem is thay i want to open the 's Full Project (from 1st page) and no Color, depth or IR, no avatar working, someone please could help me with this !
this is for academic purposes.