Are sure to be logged in before accessing the repo ?
Logged or not - same output - āPage not foundā.
For both:
-411
and
-4.2
If I access Lions github directly I can find there only this āKinect Demo Roomā:
Which seems like some UE plugin, but I am not sure if it is what I am looking forā¦
[=sab hammer;667909]
Hi Guys,
Did a little digging on the fact that the skeleton is not working on any version since 4.11 /
It seems that there was a change in the animation code in 4.11 with UAnimInstance::NativeEvaluateAnimation
that could be the reason. Iām tracking down some other changes.
Cheers
[/]
Hi, I have the same question. Have you solved it?
Great work!
And if there is a tutorial to use this plugin? Iām totally new to UE4 and I have little knowledge of c++. I want to use different gestures just like the video does, but I canāt figure out how to do it with blueprints only. Maybe someone could help me? Many thanks in advance.
So, this plugin is not in development anymore? And what about source code? Is it available and is it possible to compile it for UE 4.16 or 4.17?
Hey all,
Iāve been using this plugin for a while at work and have kept it up to date with the latest engine versions.
I finally got around to forking lions repo and publishing my changes for you all.
Iāve made a few changes to make the plugin suit my needs, so apologies if it breaks anything you were trying to do.
Here are some important notes:
Depth stream color channels have been remapped
R: Mapped stream (color gradient white to black based on kinect min depth and max depth)
G: Real depth value of pixel (ushort)
B: Original intensity based value
B algorithm:
static_cast<BYTE>((depth >= minDepth) && (depth <= maxDepth) ? (depth % 256) : 0)
R: algorithm
256 - static_cast<BYTE>(0 + (depth - minDepth) * (256 - 0) / (maxDepth - minDepth))
Audio has been removed (commented out)
Anything referencing the face API has also been cut for performance reasons
Iāve only tested in 4.17.1 so far, but itāll definitely work in 4.17.2.
Also I havenāt cleaned up the DemoRoom project, so there are warnings when it builds. Iāll update this when I have more time.
Happy coding
[=āliamisbest, post:437, topic:338ā]
Hey all,
Iāve been using this plugin for a while at work and have kept it up to date with the latest engine versions.
I finally got around to forking lions repo and publishing my changes for you all.
Iāve made a few changes to make the plugin suit my needs, so apologies if it breaks anything you were trying to do.
Here are some important notes:
Depth stream color channels have been remapped
R: Mapped stream (color gradient white to black based on kinect min depth and max depth)
G: Real depth value of pixel (ushort)
B: Original intensity based value
B algorithm:
static_cast<BYTE>((depth >= minDepth) && (depth <= maxDepth) ? (depth % 256) : 0)
R: algorithm
256 - static_cast<BYTE>(0 + (depth - minDepth) * (256 - 0) / (maxDepth - minDepth))
Audio has been removed (commented out)
Anything referencing the face API has also been cut for performance reasons
Iāve only tested in 4.17.1 so far, but itāll definitely work in 4.17.2.
Also I havenāt cleaned up the DemoRoom project, so there are warnings when it builds. Iāll update this when I have more time.
Happy coding
[/]
Congratulation on taking the lead on this.
can I just point to the fact that the real depth is not a ushort is an integer. kinect returns a 13bits depth value and for having it real you have to break it to two of the channels and this cannot be achieved by one
Woao, @liamisbest thanks Ć lot for your repo, gonna try that !!
[=āliamisbest, post:437, topic:338ā]
Hey all,
Iāve been using this plugin for a while at work and have kept it up to date with the latest engine versions.
I finally got around to forking lions repo and publishing my changes for you all.
Iāve made a few changes to make the plugin suit my needs, so apologies if it breaks anything you were trying to do.
Here are some important notes:
Depth stream color channels have been remapped
R: Mapped stream (color gradient white to black based on kinect min depth and max depth)
G: Real depth value of pixel (ushort)
B: Original intensity based value
B algorithm:
static_cast<BYTE>((depth >= minDepth) && (depth <= maxDepth) ? (depth % 256) : 0)
R: algorithm
256 - static_cast<BYTE>(0 + (depth - minDepth) * (256 - 0) / (maxDepth - minDepth))
Audio has been removed (commented out)
Anything referencing the face API has also been cut for performance reasons
Iāve only tested in 4.17.1 so far, but itāll definitely work in 4.17.2.
Also I havenāt cleaned up the DemoRoom project, so there are warnings when it builds. Iāll update this when I have more time.
Happy coding
[/]
Thanks a lot @liamisbest for your repo
Just update the demo to work with unreal engine 4.19
[=āfranklzt, post:441, topic:338ā]
Just update the demo to work with unreal engine 4.19
[/]
Thanks A lot Franklzt :))))
I know this topic is ancient, but I actually had to resort back to this plugin for project using DX12 and Kinectv2. I managed to compile the plugin for 4.26.2 with a few hiccups, but Itās running, and I am able to get the different frames into the engine. My question is if anyone knows whether the MapColorFrameToDepthSpace Node /function was properly implemented, or if anyone knows how to use it. It seems more like it was never properly implemented, since it has a redundant input, a return check in the beginning that is nonsensical, and after I implemented the logic suggested by the Kinect SDKāS coordinate mapper example I get EXCEPTION_ACCESS_VIOLATION crashes in the editor.
Maybe someone knows here how it was originally being used? Or has fixed it in their own version?
In case anyone is interested, I will upload the compiled plugin with the demo room examples to my GitHub and share it here.
Regards,