Tried manually adding too. No luck.
Nice! I mean, not really because somethingâs weird with the face features, but at least you can use everything else.
My new USB card worked (got one with the Renesas chipset). My callstack from not having the dll is similar to yours, but not quite the same.
While testing, Iâve made some improvements:
- It wonât crash anymore when the dll is missing. It can detect if it loads successfully now and log an error message.
- If the dll and NuiDatabase folder are in the projectâs Binaries/Win64 folder, theyâll get automatically copied to the packaged folder, no longer requiring the user to remember to do it manually.
- Added tracing for Insights profiling on the methods most likely to cause hitches. Iâve not seen that happen, but itâs there if needed.
Iâm publishing those as an update to the existing 5.3 version and then Iâll test with 5.4 and publish that one too.
Did you manage to install the SDK? Does the Configuration Verifier display everything with a green checkmark?
I had to:
- install the SDK;
- restart Windows;
- add the registry fix by creating an empty
LowerFilters
entry myself; - restart Windows again, and then it worked.
This is what my Configuration Verifier looks like:
Even though it doesnât like my USB controllers, the Renesas card I bought worked. It has to be Renesas
or Intel eXtensible Host Controller
to work. This is the card I bought on Amazon.
And this is my Windows version:
Unfortunately Big NO.
Firstly I need to get success with Kinect SDK right to follow up next steps.Like Restart and add Registry Keys. So, itâs not. Windows is throwing errors.
And I have also checked with Kinect Configuration Verifier. Everything is greenary (Luckily I have bought official adapter from Microsoft in the beginning of era) Not 3rd party one.
Most crazy part is same Windows Build version.
Here is error
Somehow after many restarts of PC installation got success.
Thank you for your time @RVillani
However kinect is in restart loop mode. Even though I have added Lower Filters in Registry Editor.
Googled it. None of then even worked. Will update any hope is found
UPDATE : Itâs working after new windows update and NO MORE kinect restart loops.
Greetings! I bought plugin yesterday! Great one btw. Iâm trying to setup a greenscreen but i cannot figure out how to merge the 2 Frame Types needed as in your response " Use the Body Index in Color Space
(Iâll call it BICS) frame inside a material together with the Color
frame and set to 0 opacity when BICS value is greater than 5." by blueprint⌠I looked in examples from widgets/levels and blueprints but i couldnât find exactly how to continue from Create Dynamic Material Instance for a dedicated BP_KinectFrame_GreenScreen⌠Maybe do you have some other indications,tutorials or screenshots? Thanks for attention!
Thank you for buying the plugin! Iâm glad you like it
That logic you quoted, youâll set it up in your material. The one you pass the textures to after using Create Dynamic Material Instance
.
In a material, create two texture parameters, one for the BICS texture and one for the Color.
From the BICS texture, get the R output and multiply it by 255, to convert Unrealâs 0 to 1 range into the actual 255 that this texture represents. Then, you can use If
nodes in the material to set the Opacity output depending on the user index youâre getting from the texture. You could make it visible for any user by setting the output to 0 for any values greater than 5. Or you could add a Scalar Parameter to control which user you want to have visible via Blueprint.
The Color texture, use it as Emissive output in the material.
Then, in your Blueprint, apply that material to the plane that will represent your green screen and set the texture parameters after creating the dynamic material instance.
I made this tutorial a while ago, about controlling materials from Blueprints. My English was barely decent and I still had the terrible idea of having a background track, but I hope it can help.
Cheers
Thx for instructions! Maybe you have some other tips for adding a niagara glow or any other way to smooth a bit the pixelated view?
Hi, is it possible to use the plugin to drive the eyes of the metahuman? So the metahuman is always looking at you even if you move in the camera feed. Also is it possible to connect two kinects at the same time to get better motion capture results? thanks
For Niagara, move the system with a joint every frame. If youâre using skeletons, you can parent the system to a bone.
For the pixelated video⌠I donât know. Maybe a smart blur filter (youâd have to do it manually in the material)? Or a sharper filter (maybe manually too, I donât think UE has one of those ready).
Hi, the plugin works with a single sensor only.
I havenât used Metahumans, but if you can control their eyes from Blueprints (I canât think of why not), that should be possible. However, a 2D screen wonât help with the illusion that theyâre looking at the user for the user themselves. Only people that are not the user might be tricked into thinking the Metahuman is looking at another person. Think of a picture of a person looking at the camera. No matter from where you look at the picture, it always looks like itâs looking at you, because the picture, and the screen, are 2D and lack depth.
May I ask how I can set up my project example to recognize only one person? I donât want to recognize multiple people, as my project is quite unique and I hope to only work on one person, that is, only recognize one person and not recognize other people nearby.
Hi Rod Villani,
Your plugin looks awesome! After having fought Mediapipe for the last 2-3 weeks, this looks like an absolute dream I was just about to buy it when i noticed that the Kinect2 is our of production. Would your plugin work with something like the Femto Bolt, which to my understanding, has some degree of Microsoft API compatability.
Tracking a single person
I recommend using the BP_AvateeringDemo
blueprint from the example contents as a reference. Instead of Get Kinect Nearest Body
, it uses Get Kinect Bodies
on Begin Play
, stores them in a variable Bodies
and loops over them on Tick
.
Do that, and you can have your own logic for the tracked bodies (see the usage of Is Tracked
on the Tick
graph). You can ignore them or use their information, depending on your needs (distance to a specific location, distance from the sensor, hands up, etc).
Thatâs how I always did my projects. You can make a single person âstickyâ by storing their Neo Kinect Body
in a separate variable and use them until they are no longer valid (too far, for instance). Then set the variable to None
until some other body passes your requirements for being tracked. While that variable is valid, you donât search for other bodies, so you wonât switch from person to person.
This is how to set a variable to None
. Just use the SET
node without passing anything into it.
Thank you for the kind words!
Yes, Kinect v2 has been killed years ago. Iâm always impressed the plugin still sells (so I keep it up to date).
I had no idea there were other devices using the Kinect API! Thatâs kinda cool. My bet is: if the Kinect SDK demo applications work with the Femto Bolt, my plugin should too, because it means the device successfully convinces the drivers itâs a Kinect itself. So, Iâd test those first.
Femto Bolt is Azure Kinect kindof a.k.a successor to Kinect V2 device
This plugin doesnât work with Azure Kinect API in future also
Yeah, if it works with the drivers for Azure Kinect, then it wonât work with my plugin.
When I run it, I have the same problem. So what to do about this crashă
LoginId:76bfc6b941ed8a37728447a4f476505f
EpicAccountId:58dc4573cd574ec4bd72d325d4d8b7ea
Unhandled Exception: 0xc06d007e
KERNELBASE
UnrealEditor_NeoKinectUnreal!__delayLoadHelper2() [D:\a_work\1\s\src\vctools\delayimp\delayhlp.cpp:312]
UnrealEditor_NeoKinectUnreal!_tailMerge_kinect20_face_dll()
UnrealEditor_NeoKinectUnreal!NeoKinect::KinectSensor::SetUseFrame()
UnrealEditor_NeoKinectUnreal!UNeoKinectManager::SetUseFaceFrame() [C:\Users\Administrator\Desktop\MyProject\Plugins\NeoKinectUnreal\Source\NeoKinectUnreal\Private\NeoKinectManager.cpp:1255]
UnrealEditor_NeoKinectUnreal!UNeoKinectManager::GetFaces() [C:\Users\Administrator\Desktop\MyProject\Plugins\NeoKinectUnreal\Source\NeoKinectUnreal\Private\NeoKinectManager.cpp:934]
UnrealEditor_NeoKinectUnreal!UNeoKinectManager::execGetFaces() [C:\Users\Administrator\Desktop\MyProject\Plugins\NeoKinectUnreal\Intermediate\Build\Win64\UnrealEditor\Inc\NeoKinectUnreal\UHT\NeoKinectManager.gen.cpp:200]
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll
When I run it, I have the same problem. So what to do about this crashă
LoginId:76bfc6b941ed8a37728447a4f476505f
EpicAccountId:58dc4573cd574ec4bd72d325d4d8b7ea
Unhandled Exception: 0xc06d007e
KERNELBASE
UnrealEditor_NeoKinectUnreal!__delayLoadHelper2() [D:\a_work\1\s\src\vctools\delayimp\delayhlp.cpp:312]
UnrealEditor_NeoKinectUnreal!_tailMerge_kinect20_face_dll()