NeoKinect character avateering yaw

looking how to yaw @RVillani 's NeoKinect avateering demo character, given an arbitrary joint configuration.

am i to pass Sensor/SensorRoot/SkeletalMesh hierarchy to a new character capsule component ? (it seemingly wont as it is inherited)
are there changes i need to make to CharMoveComp ?

I think the easiest way to do that would be to just ignore the pelvis location and work with the rest. So in the AnimBP you’d disable location for the pelvis transform node and keep rotation only. Because that’s the only one using location, which moves the rest of the hierarchy around. The other child bones are controlled via rotation only, so if the pelvis stays in place, they would too.

Then you don’t have to worry about where’s the sensor root, because you’re not moving the character around anymore. Just keep the standard UE character BP as is, add the nodes to talk to Kinect, setup the anim BP on the skeletal mesh and add the nodes to send joints transforms to it. You’d mostly copy all the nodes from the avateering BP.

The downside to that is you lose crouching capability, because you’re not moving the pelvis up and down anymore. So you’d need a custom solution to that. An idea is to still move the pelvis, but just in Z, ignoring X and Y. But that won’t work well depending on sensor’s orientation. Some calibration screen might be needed for your player once they have positioned themselves to start the game.

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thanks for the detailed info. will test it now.
as for replacing the mannequin, given the same ue4 rig, what needs to switch besides the skeletal mesh ?

also, there has been a link explaining the anti-jitter patch, that is offline now…
while im new to ue, i’m into visual programming for a while (vvvv.org)
would you consider getting support with organising a faq pdf ?

Hmmm… if the skeletal mesh uses the same Mannequin skeleton, no other changes should be required that I can remember.

Can you send me where that link is for me to fix it?
The one on the Marketplace description for Neo Kinect is still correct, but Epic’s redirecting is failing anyways. If you check the URL it opens, you can find the correct address as the last part of it. In any case, it’s here.

vvvv looks really cool!
But what did you mean with the FAQ pdf? For Neo Kinect?
I think I should add it to the product thread here on the forums.