Place the gesturebuilder.dll in engine/binaries/win folder (or something close to that, not at computer)
[=AntoineR;154035]
Hello,
No idea if I’m asking in the right topic.
[quoute] I own a Kinect4Windows v1 (not the v2), is there an equivalent of this plugin for the Kinect v1? Or is it only possible to work with a Kinect v2 for UE4?
Also I do not want to create interaction or an animated avatar with the Kinect, I would just like to place the image of the person in front of the kinect inside the game, minus the background (his room…). Would this be possible? (now that I think of, maybe a regular webcam could do it?)
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only kinect v2 only, no plugin for v1.
Is it possible? yes, but it would take a bunch of work, you have the entire source to the engine to play around with
first of special thanks to everybody making this happening. I just started with UE4 today and I’m trying to cut some corners here…o_O and got stuck.
I downloaded leons branch and tried to compile but I get the following error:
Error1 error C2065: ‘IKinectCoreWindow’: not Declared… …\KinectSensor.h 235 1 UE4
Everything else did build fine… Kinect SDK is installed what am I missing?
EDIT: Never mind… I just didn’t have an up to date Kinect SDK in place (I was still working with Version 1407)…
I own a Kinect4Windows v1 (not the v2), is there an equivalent of this plugin for the Kinect v1? Or is it only possible to work with a Kinect v2 for UE4?
Also I do not want to create interaction or an animated avatar with the Kinect, I would just like to place the image of the person in front of the kinect inside the game, minus the background (his room…). Would this be possible? (now that I think of, maybe a regular webcam could do it?)
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Actually I have written a simple plugin for Kinect 1 and I can work with depth and color data, but then I noticed for my project I need to use Kinect2
If you are interested we can work on it. I can gather my code and then we can work on it together.
It’s not really hard :
1)Compile the plugin and activate it in your project
2)Create a new blueprint
3)Get the kinect manager
4)Bind the three types of event : New skeleton, lost skeleton, body event
5)Use the data
Question for / : have you been able to make the plugin work outside of the Editor ? Either by compiling UE4Game or by using UE4Editor -game ?
The log says that there seems to be an error with GetKinectEventManager :
LogScript:Warning: Accessed None ‘CallFunc_GetKinectEventManager_ReturnValue’
MyCharacter_C /Game/Maps/Example_Map.Example_Map:PersistentLevel.MyCharacter_C_0
Function /Game/Blueprints/MyCharacter.MyCharacter_C:ExecuteUbergraph_MyCharacter:087D
[2014.10.03-00.14.56:466] 0]LogScript:Warning: Accessed None ‘CallFunc_GetKinectEventManager_ReturnValue’
MyCharacter_C /Game/Maps/Example_Map.Example_Map:PersistentLevel.MyCharacter_C_0
Function /Game/Blueprints/MyCharacter.MyCharacter_C:ExecuteUbergraph_MyCharacter:08E6
[2014.10.03-00.14.56:467] 0]LogScript:Warning: Accessed None ‘CallFunc_GetKinectEventManager_ReturnValue’
MyCharacter_C /Game/Maps/Example_Map.Example_Map:PersistentLevel.MyCharacter_C_0
Function /Game/Blueprints/MyCharacter.MyCharacter_C:ExecuteUbergraph_MyCharacter:094F
When I do a “IsValid” test on the kinect manager, it fails in the ue4editor -game mode. But the kinect LEDs light up.
And the same project works fine directly in the editor.
EDIT : Nevermind, I found the issue. Kinect takes a few seconds to kick in so I added a 5s delay between the event begin play and the get kinect manager.
First of all thanks for this great plugin. and secondly I wanted to ask for some help
I am currently trying to animate a poseable mesh and I faced some difficulty.
I would be delighted if any of you can help me.
1 - I use “getDirectionVector” and then connect it to “rotationFromXVector” from two connected joint to find the rotation of the parent joint. it works fine for “shoulder,elbow” but not for “wrist”.
the issue is not only that the wrist is not respond correct but that although the shoulder and elbow are moving corect they won’t understand some part of the rotation. do you know any better sulotion for this ?
2 - can someone give an example about how to use the jitters removal functionality ? as far as i got the “oneEuro” function is for such purpose but I don’t quite get how to use it.
3 - I got a bit confused by the discussion in this forum. so do we need still to convert the coordination system between UE4 and kinect or it is embedded in the code now, or there is a blueprint node for it ?
I should mention I am using the default character provided by Unreal engine 4 itself.
Do I need to compile a version of 4.4 and then compile the plug in into it or can I just download the plug in and drop it into my regular 4.4. I havent compiled my own version yet and am willing to but confused on the process.
First of all hi, and thank you guys for your efforts.
I’d like to ask a favor. Could someone post a project that works with latest plugin version and 4.4 engine?
I couldn’t get BZysberg’s latest example to work, nor any others. I’ve managed to get one hand going on my own
but it does weird things too often and works correctly under a narrow range of movement. So
I cant tell if its my fault or there is something’s wrong with my hardware or kinect readings that are
pretty erratic.
I’m still a rookie btw.
I’ll try to contribute one day, but for now I’m stuck.
Hey I am trying to install this plug in to play around with but I keep getting this error when I try to compile the entire engine with the plug in. Can I get some help plz Im a nub…
Once everything is installed, plug Kinect and launch the Kinect Samples Browser.
Look for Body Basics D2D and click on run. If your skeleton does not appear while you’re in front of Kinect, it means your Kinect is not working.
It’s no use to move further.
Now to compile :
I - You already have the sources of the engine
1)Get Lion’s plugin from his GitHub : https://github.com/lion03/UE4-K4W-Plugin/tree/KinectV2Plugin-4.4
2)Copy the folder KinectV2 from the folder Engine/Plugins into your own folder Engine/Plugins. If you already had a previous version, delete the entire existing KinectV2 folder first.
3)Run the batch “GenerateProjectFiles.bat”. It will parse all the news files and update the solution
4)Choose the Development configuration and the x64 platform
5)Build
6)Copy Kinect20.VisualGestureBuilder.dll from C:\Program Files\Microsoft SDKs\Kinect\v2.0-PublicPreview1409\Redist\VGB\x64 into …\GitHub\UnrealEngine\Engine\Binaries\Win64
Hey BZysberg I appreciate the step by step and I followed it to a tee and I still get the same error 1>D:\GitHub\UnrealEngineKinect\Engine\Plugins\KinectV2\Source\KinectV2\Classes/KinectFunctionLibrary.h(12): fatal error C1083: Cannot open include file: ‘Kinect.h’: No such file or directory. I tested my kinectv2 on the body basics and it works fine I even recompiled the engine from lions github and grab the dependencies but I still get that error. Any clue of what it could be?
[=;100494]
Did you install the Kinect 2.0 Preview SDK? It is required in order to work, It adds an Enviroment Variable where it is installed. The plugin uses that location to find the sdk ( Look at Plugins\KinectV2\Source\ThirdParty\K4WLib\K4WLib.Build.cs )
If you installed it using the default location it should be found in the SDK at C:\Program Files\Microsoft SDKs\Kinect\v2.0-PublicPreview1409\inc
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This guy had the same error I get and seemed to help him out. What is telling him to do? I found both those locations and opened K4Wlib.build.cs in visual found a line with “inc/” but with no programming knowledge I have no idea what to do with this.
In K4Wlib.build.cs, the path of the SDK is not hard coded. It looks for the content of the env variable :
%KINECTSDK20_DIR%
You can check this variable in Computer -> System -> Advanced System Settings -> Advanced -> Environment Variables. It’s in the list of system variables. It should say :
C:\Program Files\Microsoft SDKs\Kinect\v2.0-PublicPreview1409\
If not, please download the latest version of the Kinect SDK and install it. After that, you need to your system.
now the error I get an error LNK1104: cannot open file ‘atls.lib’ but I think I just need to grab Microsoft ATL and install it into my VS. Good news is I don’t get the kinect.h error anymore :)))) hopefully it’s not hiding behind this error. I’ll let yall know my progress.