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Multimedia 1 para anuncio TrakInect V2 — Real-Time Kinect Motion Capture for Unreal Engine 5
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Descripción

TrakInect V2 brings the Microsoft Kinect V2 sensor to life inside Unreal Engine 5, enabling real-time skeletal motion capture and face tracking with zero external middleware.

The plugin exposes a lightweight Actor Component (UKinectBodyActor) that streams all 25 Kinect V2 joints into UE5 every frame. Joint orientations are converted from Kinect's right-handed coordinate system into UE5's left-handed space automatically — no manual axis remapping needed.

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KEY FEATURES

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▸ Real-Time Joint Streaming

All 25 body joints polled and broadcast every tick via a Blueprint Interface.

Ready to plug into any Skeletal Mesh or custom IK system.

▸ Skeletal Mesh Drive

Joint quaternions (converted and permuted to UE5 bone space) can be applied

directly to any Skeletal Mesh's bone rotations at runtime.

▸ Rest-Pose Calibration

One-click T-pose calibration captures the sensor-to-mesh offset and removes

cumulative rotation drift during long sessions.

▸ Per-Joint Debug Gizmos

Every joint displays a 3-axis DrawDebugLine gizmo in the viewport.

Each joint has a runtime-editable debug struct (FKinectJointDebug) so you

can toggle visibility, change colors, and inspect raw vs. calibrated values

without recompiling.

▸ XFace Tracking (soon)X

Access full Kinect V2 face shape units and head pose in real-time.

Pipe data to morph targets or blend spaces with a single Blueprint node.

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TECHNICAL HIGHLIGHTS

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• Written entirely in C++ with full source code included.

• Blueprint-friendly: every feature accessible via Blueprint Interface nodes.

• Coordinate conversion handled internally — Kinect right-hand to UE5 left-hand.

• Quaternion permutation (-Z, X, -Y, W) applied per joint for correct UE5 orientation.

• Designed for Windows (required by Kinect for Windows SDK 2.0).

• Tested on Unreal Engine 5.4.

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USE CASES

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• Rapid motion capture prototyping without an OptiTrack or Vicon setup.

• Interactive installations and AR/VR experiences using depth-camera input.

• Facial animation research and real-time morph target control.

• Indie game development with full-body player tracking.

• Academic and research projects requiring affordable mocap hardware.

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REQUIREMENTS

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• Microsoft Kinect V2 sensor (model 1520)

• Kinect for Windows SDK 2.0 (free, from Microsoft)

• Windows 10 / 11 (64-bit)

• Unreal Engine 5.4

• USB 3.0 port

Formatos incluidos