Kinect Interactive Physics Installation Masterclass With Ue5

Posted By: ELK1nG

Kinect Interactive Physics Installation Masterclass With Ue5
Published 12/2024
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
Language: English | Size: 1.51 GB | Duration: 3h 14m

Use Unreal Engine as an Art / Design medium with Interactive Physics controlled with Kinect Body Tracking.

What you'll learn

Configure basic components required to setup body tracking with Kinect in UE5 & TouchDesigner.

Adding custom features to body tracking, so it can produce more interesting interactions.

Create interactive physics simulations that produces stable and controlled movements.

Optimize CPU performance by offloading code into GPU via the shader graph or material.

Understand how and why we use JSON configuration files as one of the industry workflows.

Requirements

Exiting Blueprint coding knowledge is required for this course, at least intermediate level.

Already have taken at least one generalized UE5 course and some of my previous courses.

Description

Welcome to a specialized learning experience in interactive physics body tracking installations! This exciting, condensed course equips you with the rare and sought-after skills to seamlessly integrate Unreal Engine 5, Kinect, and TouchDesigner OSC, paving your way into the cutting-edge world of real-time installations. You’ll dive deep into configuring essential components to set up body tracking with a Kinect Sensor and TouchDesigner, enhancing your projects with custom features for unique and engaging interactions. Learn to create stable, interactive physics simulations and optimize performance by leveraging GPU-powered shader code. You’ll also master the use of JSON configuration files, a professional workflow essential for managing complex interactive systems.This course is tailored for intermediate-level creative developers ready to break into the real-time installation field, game developers seeking to expand into interactive art, and studio professionals needing a quick, effective solution for UE5 + Kinect projects.By the end, you’ll command the Unreal Engine 5 concepts and workflows to deliver stunning interactive installations, which isn't the run of the mill, cliche installations you might have experienced or seen. What you've learned should make you a valuable asset in a field where design and art oriented UE developers are rare. Join this course to learn ingredients to create installations that amaze and inspire audiences.

Overview

Section 1: Interactivity Basics for Kinect Body Tracking

Lecture 1 Introduction

Lecture 2 Project Setup - Create Project File

Lecture 3 Project Setup - UI Settings

Lecture 4 Project Setup - Create Empty Level

Lecture 5 Project Setup - GameMode & Pawn

Lecture 6 Project Setup - Project Settings

Lecture 7 Project Setup - Editor Preferences

Lecture 8 Project Setup - Kinect SDK

Lecture 9 Project Setup - Kinect OSC

Lecture 10 OSC Plugin - Issues with V5.5.0

Lecture 11 OSC BP - Create Receive Server

Lecture 12 OSC BP - Extract Values Function

Lecture 13 OSC BP - Extract & Save Values

Lecture 14 Body Tracking - Interface BP

Lecture 15 Level - Scene Setup & Test

Lecture 16 3D Cursor BP - Attach Actor

Lecture 17 3D Cursor BP - Line Trace

Lecture 18 UE - Collision Explanation

Lecture 19 3D Cursor BP - Custom Collision

Lecture 20 Level - Scene Setup & Test

Lecture 21 3D Cursor BP - Fix Bugs

Section 2: Movement Velocity & Direction Vector for Body Tracking

Lecture 22 Introduction

Lecture 23 3D Cursor BP - Mouse Input Option

Lecture 24 3D Cursor BP - Calculate Velocity

Lecture 25 Motion Vector - Logic Explanation

Lecture 26 3D Cursor BP - Calculate Vector

Lecture 27 Niagara - Test Implementation

Lecture 28 Niagara - Fix Spawning Issue

Section 3: Installation No.1 Blueprint - Physics Element 1

Lecture 29 Introduction - Import Static Mesh

Lecture 30 Physics 1 BP - Physics Constraints

Lecture 31 Physics 1 BP - Apply Cursor Forces

Lecture 32 Overlap BP - Implement Interaction

Lecture 33 Physics 1 BP - Fix Bugs & Test

Lecture 34 Grid Spawn - Calculate Transforms

Lecture 35 Grid Spawn - Spawn Procedurally

Section 4: Installation No.2 Blueprint - Physics Element 2

Lecture 36 Introduction - Import Static Meshes

Lecture 37 Physics 2 BP - Code Reuse

Lecture 38 Grid Spawn - Physics 1 & 2 Modes

Lecture 39 3D Cursor BP - Physics 2 Overlap

Section 5: Dynamic Materials Reactive to Physics Movement

Lecture 40 Material 1 - Base Color & Emission

Lecture 41 Material 1 - Generate Band Mask

Lecture 42 Material 2 - Physics 2 Changes

Lecture 43 Material BP - Create Instance

Lecture 44 Material BP - Set Emission Strength

Lecture 45 Material BP - Set Emission Color

Lecture 46 Material BP - Set UV Offset

Lecture 47 Test Code - Debug & Tweaks

Section 6: CPU to GPU Code & Installation Initialization Mode

Lecture 48 Introduction - CPU to GPU Code

Lecture 49 UV Offset - Convert BP to Shader

Lecture 50 Physics 2 - Repeat Previous Step

Lecture 51 3D Cursor BP - Point Light Logic

Lecture 52 Init Mode - Start Installation Key

Lecture 53 Init Mode - Passing References

Lecture 54 MAP1 - Scene Setup & Test

Lecture 55 MAP2 - Scene Setup & Test

Section 7: JSON Configuration File & Packaging Game

Lecture 56 Introduction - Configuration File

Lecture 57 JSON Plugin - Text File Read / Write

Lecture 58 Runtime Tweaks - Tracking Offset

Lecture 59 JSON Config - Test Read / Write

Lecture 60 Introduction - Package Game

Lecture 61 Standalone - Add Settings Inputs

Lecture 62 Standalone - Input Mode Switcher

Lecture 63 Project Settings - Package Game

Lecture 64 Debug - Body Tracking Rotation

Lecture 65 Standalone - Test Everything

Section 8: Final Words

Lecture 66 Suggestions to Continue Learning

Intermediate level creative dev looking to breakthrough into the real-time installation field.,Existing game devs coming from traditional use of UE, but looking to apply to interactive art.,Studio employees needing a quick solution to an upcoming project requiring UE5 + Kinect.