Unity VFX Graph:Real time interactive particles with Kinect V2

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Hi welcome to my channel This time I will introduce How to combine Unity’s VFX with Kinect’s sensor for interaction Kinect is developed by Microsoft Peripheral devices for Xbox consoles It can capture the player’s entire body movements Allow players to use gestures or actions to operate You can see many introductions about Kinect on the Internet I won’t go into detail about installing Kinect. There are many installation instruction videos on the Internet There are also detailed teachings if you are interested You can go find it yourself Its installation is very simple Today we mainly introduce how to combine Unity’s VFX with Kinect After you install the Kinect software and hardware You can first go to Unity assetstore Search for Kinect related plug-ins Then I have used the previous two sets of plug-ins myself. I think these two sets are similar in use. We use this set as an example today If you need it, you can buy it yourself Then after you install this plug-in There will be a K2Examples folder in your project There are a lot of documentation in it You can read its introduction in detail In addition, it also has many demo examples You can also refer to its documentation to learn more. Then we will mainly use It’s some Scripts in it Let’s start now by trying to connect Kinect Then let’s create a new Empty Then search for Kinect Manager Add this Script The relevant parameters there You can learn more about it through the documentation Then we first change the background to black Let’s put in the model we want to use now. Then remember to turn on its reading and writing Only in this way can the special effects be tied up The type of Rig also needs to be changed. Make it generate Avatar This is a must-have when linking with Kinect. Now put the model into the scene We add the Avatar Controller below Hook up some things we need to use Remember to put in the camera you need to use Add a Rigidbody Remember to turn off its Gravity Because we don't have floor collisions If you don't turn off Gravity After execution, it will fall directly down. Let's set it up here We use User Texture here Here we use distance to make judgments Let’s take a look at the execution This way you can control it through Kinect We can check the options The screen and skeleton detected by Kinect will be displayed in the lower right corner Then when it can't detect the skeleton When the skeleton exceeds the detection range The skeleton on the display will run around Let’s adjust the camera position and model size Model is too big Okay, this size is fine We can move it left or right Now it's me moving in front of Kinect Then try to see if the control of your hands and feet is normal. Then the control is OK Let’s make VFX files First, let’s check Have you installed Visual Effect Graph? Check everything here Then create a new VFX Graph file Let’s increase the number of particles Then let's add a new one Set Position of Skinned Mesh It should be noted that the Set Position of Skinned Mesh is only available after Unity 2022. Set the external parameters of a SkinnedMeshRenderer This way we can change it directly externally Here is a new Set Position Let's create a new one here This setting allows particles to follow this skinmesh to move. Then put the Mesh of the model just now in Add a VFX Property Binder under the special effects file Then select here transform in transform Then put the Bip corresponding to the Mesh just now Pull to Target location Okay, this is correct Then make performance adjustments First change the particle material to the default Particle Let's let the particles After growing from small to large Finally, it becomes smaller and ends Then modify its overall size Then adjust the color and Alpha Then Placement Mode here You can choose different binding methods It is divided into vertices, edges and surfaces. You can make adjustments according to your needs Where there are more vertices The more particles it will have Let’s create a new material ball now Give the character a new shader I changed it to the material of Particles You don't have to use this Just make it transparent Now I just want to make this model transparent Just don't let it be seen But it still has to exist You can't just turn it off Let’s take a look at the execution Okay, I'll stand in front of Kinect now It can detect normally Then let’s adjust the performance again Let's make the particles smaller Then the number of particles increases again Then add a Turbulence Here you can make adjustments according to your needs We can also take out its color parameter Allow it to be externally adjusted First save the color I just mixed This allows you to adjust the color externally We can also give it a try Several different sets of colors that have been saved before lower right display It has several display modes It can also directly display the captured footage Or it could just show the skeleton When we are actually working on a case Finally, the lower right window will be closed. Our skeleton will only be displayed when we test In the end, the actual output will turn it off. When it cannot detect the skeleton at all It will return to its original position We can now try a different representation We can change its texture Don't use the default Let's change it to a starburst texture Then we can also use Velocity Don't use Turbulence If you want more precise control If you don’t want particles to float around randomly You can use Set Velocity Random to adjust Control which direction you want it to float Make particles have a longer life cycle The residual feeling will last longer Then let's try it now How to change models Let's put this model in first Then pull its Mesh to the SkinnedMeshRenderer field of VFX Then the Root Bone corresponding to this Mesh needs to pull it over Pull to the Target field of Transform Then remember to turn on the reading and writing of the model Then under the model Also add Rigidbody And Avatar Controller Let’s copy the previous parameters Remember to change the rig settings of the model To produce his Avatar that's it He will be controlled by us If you wish to have display model And if there are still particles attached to the body, Just use this method Finally, let’s look at some examples Use different textures Different colors and VFX settings to perform differently That’s it for this introduction. Then if you like my video Welcome to subscribe to my channel You can also join my membership thank you for watching See you next time
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Channel: Eric Wang_VFX Artist
Views: 2,332
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Keywords: unity vfx graph, unity vfx tutorial, unity vfx 教學, vfx graph unity, VFX graph tutorial, unity visual effect graph, unity vfx graph tutorial, unity vfx graph particle, unity vfx, unity vfx graph教學, VFX graph skinned mesh, unity particle man, kinect, kinect V2, unity kinect tutorial, unity kinect game, unity kinect v2, unity kinect v2 body tracking, unity kinect body tracking, unity kinect vfx, kinect unity setup, kinect unity 3d, kinect unity tutorial, unity skinned mesh
Id: uH8cmtC-CYo
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Length: 20min 10sec (1210 seconds)
Published: Mon Mar 18 2024
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