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
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.