Manual of SLKinect2 †[edit]
&ref(): File not found: "MENU_E.jpg" at page "Kinect";
File Menu †[edit]
&ref(): File not found: "MENU_FILE_LOGIN_E.jpg" at page "Kinect";
- Login to Animation Relay Server. Server setting is at "Setting of Network".
- When Local Mode is selected, this item is unable.
- When Kinect is detecting user, this item is unable.
- When Login is success, Animation data receiving is started by automatically.
- Logout from Animation Relay Server. If animation data is being received, it is stopped.
- If you are detecting user on Sensor Window, it is stopped.
- If user does not login, this item is unable.
Receive Data †[edit]
- If animation data is not received, when this item is picked, check mark is appeared and start to receive data.
- If animation data is being received, when this item is picked, check mark is deleted and stop to receive data.
Load Data †[edit]
- Not implemented yet. This function will be supported by v2.1.0.
Save Data †[edit]
- Not implemented yet. This function will be supported by v2.1.0.
Window Menu †[edit]
&ref(): File not found: "MENU_WINDOW_E.jpg" at page "Kinect";
- Open the Kinect's Sensor Window. The program is faster as window size is smaller.
Mode Menu †[edit]
&ref(): File not found: "MENU_MODE_E.jpg" at page "Kinect";
- Animation data is wrote to local shared memory only.
- This Mode is for exchanging animation data with Animation Relay Server.
- If Kinect is not connected to PC, Network Mode is selected by force. In this case, SLKinect2 is data receiving only.
&ref(): File not found: "MENU_SETTING_E.jpg" at page "Kinect";
Animation †[edit]
- Open the Dialog of "Setting of Animation" for Animation UUID setting .
- If user logged in to Server, this item is unable.
Sensor Window †[edit]
- Open the Dialog of "Setting of Sensor Window" for view mode of Kinect.
Log Window †[edit]
- Open the Dialog of "Setting of Log Window" for logging of data.
Data Save †[edit]
- Open Dialog of "Setting of Data Save". But this function is not implemented yet.
- Open Dialog of "Setting of Network".
- If Local Mode is selected, this item is unable.
About SLKinect †[edit]
- Display Dialog of SLKinect2's information
Status Bar †[edit]
&ref(): File not found: "STATUS_BAR_E.jpg" at page "Kinect";
- Status of SLKinect2 is displayed at Status Bar
Dialog of Settings †[edit]
Setting of Animation Dialog †[edit]
&ref(): File not found: "DIALOG_ANIMATION_E.jpg" at page "Kinect";
Animation UUID †[edit]
- UUID (correctly GUID) of the animation replaced with the animation data from the Kinect is specified.
Setting of Sensor Window Dialog †[edit]
&ref(): File not found: "DIALOG_SENSOR_E.jpg" at page "Kinect";
Mirroring †[edit]
- Mirroring of Kinect Data is performed.
- An avatar motion is mirrored, too.
Use Camera Image †[edit]
- Display camera image on Sensor Window.
- If it is unchecked, background of Sensor Window is light gray.
Setting of Log Window Dialog †[edit]
&ref(): File not found: "DIALOG_LOG2_E.jpg" at page "Kinect";
Position †[edit]
- Display position data (XYZ) from Kinect.
Rotation Matrix †[edit]
- Display elements of rotation matrix from Kinect.
Quaternion †[edit]
- Display relative Quaternion that is computed from rotation matrix.
- Viewer reads this data directory from shared memory.
Received Data from Network †[edit]
- Display received Animatin UUID, Number of joints and Unit Data Size (double[8] or float[4])
Network Check †[edit]
- The information for debugging for network functions is displayed. So, receiving Rate in every 5s (packets/s), delay time of own data, received Animation Num. and Connection Key are displayed.
Setting of Data Save Dialog †[edit]
&ref(): File not found: "DIALOG_DATA_E.jpg" at page "Kinect";
- Not implemented yet. This function will be supported by v2.1.0.
Setting of Network Dialog †[edit]
&ref(): File not found: "DIALOG_NETWORK3_E.jpg" at page "Kinect";
Output of Data †[edit]
- Network and Local: Animation Data is wrote to shared memory and sent to Animation Relay Server.
- Network only: Animation data is sent only to Animation Relay Server.
Fast Transfer Mode †[edit]
- Usually, the UDP data for one frame of an avatar is a header(64Byte) + elements number of joint data(8) x double(8Bytes) x joints number(11) = 768Bytes.
- If this is checked, a data type will turn into a float(4Bytes), and will serve as 416Bytes in all. In this size, fragmentation is never caused on the network.
- You can change this, also in during transmission of data.
Received Port †[edit]
- Port number of UDP which receives data from an Animation Relay Server.
- Usually, 8200 is used in the default .
- If your PC is in NAT (correctly NAPT), you must to set up a router, and UDP data must be forwarded from Port of Router (same number as Received Port) to Received Port of PC which executing SLKinect2. (default is from Router:8200 to PC:8200)
- You cannot change this item during login.
Animation Relay Server †[edit]
- IP address or FQDN of an Animation Relay Server is specified.
- You cannot change this item during login.
- Our test server is silver-star.nsl.tuis.ac.jp. You can use this server, but support is nothing.
Port Num. †[edit]
- The UDP port number of an Animation Relay Server.
- It asks administrator and sets to a server.
- Usually, 8200 should be used in the default.
- You cannot change this item during login.
- Port number of silver-star.nsl.tuis.ac.jp is 8200.
Group Key †[edit]
- This key is for grouping of user on an Animation Relay Server. A top string (Group Key Prefix) can be specified by the server side.
- It cannot log in, unless Group Key Prefix is the same as one on server side.
- Abou** Kinect Hack [#g1a396d0]
- RegisterCalibrationCallbacks() を使うと 「RegisterToCalibrationStart/Complete を使え」 というワーニングが出るが,こちらを使うと Callback されない?
Kinect SDK †[edit]