Hi Alex,
You could probably do all this in one scene, which would fix the issue of data getting stuck in the Skeleton tracking system. also, entering a new scene restarts the OpenNI Tracker, which i try to avoid, wherever possible. If you feel you need to use multiple scenes, you could run the Kinect-Skeleton stuff in a background scene and send data through to the main scenes using Broadcaster/Listener actors.
As its for an installation, there may be an issue where the OpenNI actor gets a bit full as more people pass through. I know that you have it set to forget skeletons immediately when someone leaves the space, but sometimes the system hangs on to the data, just in case someone comes back and it can recognise them straight away. its worth testing with a large number of people - you may need to trigger the reset function when the number of new people reaches 6 or 8 or something. i think the 'bodies internal' count is the one that reflects this.
hope you are well, last week i designed a pull-up banner and some screen ads around a photo of you, Marianna and Efrat, all looking moody under a streetlight.
best, john
Hi!
I'm tracking skeletons with a xbox 360 kinect and the openni actor. I am building an interactive installation that will trigger when a skeleton is recognized. Once the skeleton leaves, it will jump back to the first scene.
My problem is the skeleton tracking values don't seem to reset when leaving the scene. This causes the interactive elements to initialize in their last state instead of starting fresh.
I want the transition between scenes to be smooth and then for the interactivity to emerge. Is there a way to intialize the skeleton tracking values at 0?
I've attached my basic project file. It's rough, sorry for the mess.shout-projection-04.2024.izz
@gapworks said:
change font, size and position
I haven't seen any glsl that can do this exactly.. some render fonts for sure, but I don't think they can load system fonts etc.
Rendering fonts is a processor intense process, and this is why you are seeing some latency. Generally I recommend to render your font/text via the Text Draw actor at a larger size and animate the text (scale location etc) via Matee++ (this animates as a bitmap, so no redrawing).
Are you seeing the Frame Rate in Isadora drop? (is this the latency you mention?)
One possible workaround would be to use the new Pythoner actor (in Beta currently) to render the text.
This would solve the framerate slow down because Pythoner runs in a Thread Parrallel to Isadora. This means you could ask the Pythoner actor to render something that takes 2 seconds, and it will not slow down the scene processing of Isadora, because it simply doesn't return a value until it is ready (seconds later).
So given your use-case, it is likely that a frame or two will process in Isadora while the text is being rendered but no delay in playback animation etc will be seen (assuming the text render is used for content, font, maybe size).. the text will update the frame or two later.
NOW I would still recommend to do XY animation via Matte++ to cut down on the amount of rendering, and because that animation might be seen more if it does to say 15fps for rendering.
This is an interesting use case.... so I will see if I can come up with a example file
@gapworks are you a Beta Tester?
UPDATE: I have a working Python example.. however it doesn't perform as well as I had hoped. With that said, I circle back to what I mentioned about breaking up the animation, so that Matte++ is doing as much of your animation work as possible. If this will allow you to reduce the rate at which you are rendering the text, you may find that performance is pretty good using this approach.
hi all,
has anyone ever tried this? i checked all the shaders available. i need to be able to change font, size and position. because the implemented actors of Isadora
have a lot of a latency via dmx (and this is the project i work on) for whatever reason.
best
p.
@citizenj
yes. I did.
@nitnatnoe said:
I was wondering if I can download the NDI Watcher and Screen Capture actor in the Isadora Demo Version
Yes, the demo version supports everything the full version supports (except for saving). As @CitizenJoe has said, and the dialogs outline, you can download the required files from the Add-Ons page, and install them to the 'Isadora Actors Plugins' folder that can be opened directly from the menu option under Help in Isadora.
@rwillats said:
encoded H.264
Playback will be smoother with a non H.264 encoding. (this encoding requires more than a single frame be loaded for each frame show.. so loops are problem-matic and reverse playback is terrible). If you create HAP files (or prores) each frame can be shown when only the data for that frame is loaded. You can find hints about the quality/usage of your video media in the media panel when you rollover/hover over an imported file.
With some trouble, I can. (I can deactivate my license and try on another computer.) But what for?