Thanks, I see the midi message in the monitor, now I need a midi in-watcher, where can I find it?

This is a known issue that has not yet been fixed because there were more frequently occurring issues, (this cosmetic issue only comes into play when people have projects with hundreds of Scenes, which is not super common), and because there is a workaround for this.
To understand the workaround, you need to understand the root of the issue: The Scene list has a max horizontal pixel limit, so when you create enough Scenes you go over this limit and the additional Scenes past this limit in the Scene List no longer visually show up in the Scene List (though they do still exist and function properly otherwise).
Workaround: If you hold down cmd (macOS)/control (Windows) then click and drag the right edge of a Scene in the Scene List (the little horizontal bar of “tombstones” below the Scene Editor with the Scene Names), you can resize the Scenes to make them less wide. For every Scene you make thinner, you make the sum total of the horizontal size of your Scenes a bit smaller, meaning you free up additional pixels to show additional Scenes in the Scene List.
Here's a gif of that in action: https://jmp.sh/wHggJeLk
Depending on your project:
- You may just be able to eliminate blank space on either side of some of your Scene Names
- In more extreme cases you may need to try to make your Scene Names as short as possible to minimize Scene width while still being able to read the Scene Names to tell the Scenes apart
- In the most extreme cases (and/or cases where you don’t care about being able to read the Scene Names in the Scene List) you can make the Scenes the minimum width (which will result in not being able to read the Scene Names) but in these cases you can still use the Scene Select control to see the Scene Names of previous, current, and upcoming Scenes as well as to navigate the Scene List.

@jmellin these are two (old) patches of mine that are built around OpenNI that may make the process of data-wrangling easier or clearer:
openni-tracking-and-gesture-demo-v2.izz
There's also the official TroikaTronix OpenNI Tutorial file: https://troikatronix.com/add-ons/openni-tracker/

@jmellin said:
Is the skeleton model different from rokoko to OpenNI tracker?
Yes, Rokoko provides xyz data for 17 joints and OpenNI provides xyz data for 15 joints. There is some overlap, but they are not immediately interchangeable so things built for Rokoko Studio Live Watcher data will not be 1-to-1 transferrable to a new use case where OpenNI Tracker data is used; you will need to go into the patch and figure out where the changes need to be made (likely wherever it is that specific joints are assigned to specific 3D Player actors).
You can see the list of skeleton joints by right-clicking the OpenNI Tracker or Rokoko Studio Live Watcher and choosing the top option from the contextual menu "Show Actor Help In Browser". If you scroll down there will be a list of the joints for those specific actors (each actor has its own specific joint list in its own additional HTML actor help).
Rokoko
Joint Names
This is a list of the joints sent by this actor. The joints under BODY are always present for the Smartsuit Pro. The joints under LEFT HAND and RIGHT HAND are present if the Rokoko Smart Gloves are attached to the Smartsuit Pro.
BODY
Except for the joints in the center of the body (e.g., head), each joint will have a left and a right component.
hip
chest
stomach
neck
head
left-shoulder
left-upper-arm
left-lower-arm
left-hand
right-shoulder
right-upper-arm
right-lower-arm
right-hand
left-upper-leg
left-lower-leg
left-foot
left-toe
right-upper-leg
right-lower-leg
right-foot
right-toe
OpenNI
The joints sent by the skeleton outputs of this actor are as follows:
head
neck
left shoulder
right shoulder
left elbow
right elbow
left hand
right hand
torso
left hip
right hip
left knee
right knee
left foot
right foot

This is a known issue that has not yet been fixed because there were more frequently occurring issues, (this cosmetic issue only comes into play when people have projects with hundreds of Scenes, which is not super common), and because there is a workaround for this.
To understand the workaround, you need to understand the root of the issue: The Scene list has a max horizontal pixel limit, so when you create enough Scenes you go over this limit and the additional Scenes past this limit in the Scene List no longer visually show up in the Scene List (though they do still exist and function properly otherwise).
Workaround: If you hold down cmd (macOS)/control (Windows) then click and drag the right edge of a Scene in the Scene List (the little horizontal bar of “tombstones” below the Scene Editor with the Scene Names), you can resize the Scenes to make them less wide. For every Scene you make thinner, you make the sum total of the horizontal size of your Scenes a bit smaller, meaning you free up additional pixels to show additional Scenes in the Scene List.
Here's a gif of that in action: https://jmp.sh/wHggJeLk
Depending on your project:
- You may just be able to eliminate blank space on either side of some of your Scene Names
- In more extreme cases you may need to try to make your Scene Names as short as possible to minimize Scene width while still being able to read the Scene Names to tell the Scenes apart
- In the most extreme cases (and/or cases where you don’t care about being able to read the Scene Names in the Scene List) you can make the Scenes the minimum width (which will result in not being able to read the Scene Names) but in these cases you can still use the Scene Select control to see the Scene Names of previous, current, and upcoming Scenes as well as to navigate the Scene List.

@jmellin - have a search for Orbbec on this forum - there have been some discussions about the various depth cameras available since Kinect was discontinued, and I know that Bonemap has tested a few recently.

@jfg
actually, there is an Open Isadora File actor, but I think it is only available in more recent versions of Isadora.

Since you don't seem to use crossfading between scenes (but it would be possible with crossfading, even if a bit more complicated), you could use the following solution with only one scene.

Then you would have an unlimited number of images available. For the blackout, you would only need to place a black image in between, e.g. D148b between D148 and D149.
But you probably have a reason for using scenes that I can't see from your explanation.
Best regards,
Jean-François

If there is a slightly longer pause in your show, you could open a second (third, fourth...) Isadora patch to continue. Isadora lacks an actor to open another document. I made a user actor with Vuo some time ago for this purpose, but you would need a licence for Vuo to use it. But as I said, with a little break, you could open another file manually.
Best regards,
Jean-François