Hello everyone this is Kamil from Volvox.
I’m here to present the Neon Indian performance tool.
I’m going to start with what it is.
It’s essentially a Touch Designer network that handles five Kinect cameras.
We designed it to use with 1 version two Kinect camera and 4 version one Kinect cameras.
So essentially I stripped down the network a little bit to make it easier for you to
start and use some effects.
But before we jump into the network, plug in your devices.
For this tutorial I’m using 1 Kinect two and 1 Kinect one so on the device manager
you will be able to see if your computer sees all the Kinect sensors.
Make sure the V2 is on it’s own USB bus so that it doesn’t collide with all the
information from the V1s.
We had an extra card in the computer to sort of take on the V2 data.
So let’s jump in.
Once you…before that.
On Github you can download the entire zip file where you will find the main tool file,
the TOX folder and the image folders . So once you have them on your desktop open up
the file.
And here is the network.
This is pretty self-explanatory.
On the left side you can see all the depth images from your Kinects.
The top one is the V2 and then here we have the four other ones.
So for now I’ve specified for all these windows to use the Kinect 1.
The one I have attached.
If you have more you have to exchange these numbers to pick your Kinect USB number.
Once you see those in the device you’ll be able to switch these numbers to pick the
Kinect.
The sliders underneath the cameras are the chroma key so you can sort of remove the background
or the foreground to get the best image for your character.
So each camera has bottoms underneath this sort of performance view here to switch quickly
between the Kinect cameras.
So right now I don’t have the second Kinect so we can put it back to one and you can see
the front part.
So each of them has…once you press this, this triggers the TOX file and then reloads
within your network and displays different on each.
So each one has kind of a different style for you to play with.
The sliders on the right control the x, y and z positions of the control camera it’s
looking at your point cloud.
So since we are on the third camera these sliders will control your view.
Underneath that you have the performance monitors and your frame rates, GP memory that’s used
- watch out for that - and definitely keep in mind the spec I provided on Github to run
this session with the best performance.
Defiantly use GeForce 980 preferable but something a little less should also be able to run this
no problem.
Brightness slider is good for performance to transition between tracks.
On top here we have spout out buttons so if you want to send this image to resolver or
other software just press this and you will be able to find it locally.
If you are doing this over a network I will show you in a second how to set it up once
we jump into the Touch Designer.
So for set up we provided a little test pattern.
And this is the monitor output section where you can choose what you want.
So to quickly go over what is happening inside.
Here on the left are all the Kinect nodes.
So this is your V2 nodes, these are the Kinect ones which for now are disabled, but on the
Github file they are all enabled and once you have all four plugged in it should work.
On top here is the interface container so you can change all your things here.
They still have names from all the musicians in the band.
Here are the camera controls.
You can dive in here to sort of change the values for the x, y, z positions.
If you want something more extreme you can just go here and change the ranges.
This kind of happens at the start.
We are assigning Kinect numbers to the nodes then setting the resolutions to 640 x 480.
And to maybe quickly demonstrate what’s happening on the side of the TOX files.
So let’s choose, this one’s cool.
So it opens up the second version one Kinect.
We’re still selecting from this one.
We’re still pulling depth data from the one Kinect that I have.
It’s going into a select mode but essentially it corresponds to the numbers here.
And the chroma key here allows you to specify what you want to select within the depth image.
This goes to the TOX file, it’s being scaled down and sent to trops and here we are looking
at x, y, z positions here.
Depth image attaching it to a grid.
And this noise is controlling the instances, which are here.
These are the objects you are instancing and this is the compiled channel network.
This virtual camera is the one that has all your positions that you can control here.
You can also add more movement with this null like I did here, that’s spinning just constantly.
This is then being sent to the scanner composite node where we are taking the image and transforming
it to the bottom copy and you get this cool glitchy background.
And here the final out is capacity levels., test pattern and the final out window.
So essentially before you start using it make sure your Kinects are all attached, they are
displayed in your device manager, the V2 is on it’s own bus.
And then you have a pretty legit graphics card as well.
Have fun with this and good luck!