Signal & Code (Part 2) – TouchDesigner Basics: A Creative Toolkit for Stage Artists | MMMAD Festival

Learn how to set up Kinect v2 with TouchDesigner to capture and respond to full-body movements in real time. We’ll explore how this data can control visuals, trigger effects, and create more immersive stage environments 

 

Structure of the Training Session 

 

  1. Preparation (approx. 60 minutes)

Objective: Set up a technically functional and inspiring learning environment.
Steps: 

  1. Research Kinect v2 and its integration in TouchDesigner: setup requirements, capabilities, and use cases. 
  1. Prepare a visual presentation explaining Kinect v2’s purpose and its value in live performance. 
  1. Connect and test the Kinect v2 device with TouchDesigner. 

Checklist: 

  • Kinect v2 device and power adapter. 
  • Kinect SDK 2.0 installed. 
  • TouchDesigner installed and updated. 
  • Kinect CHOP/Top available and functional. 
  • USB 3.0 port and Windows 10 compatibility ensured. 
  • Sample project files and handouts ready. 

 

  1. Introduction to the Tool (approx. 30 minutes)

Objective: Help participants understand the basics of Kinect v2 and its role in motion capture for stage use.
Steps: 

  1. Explain Kinect v2 as a depth-sensing camera capable of real-time body tracking. 
  1. Show video examples of interactive performances using Kinect (e.g., dance visualizations, gesture-controlled installations). 
  1. Outline the creative potential: motion-triggered visuals, interactive scenography, body-data-driven audio. 

Trainer Tip: Emphasize accessibility—participants don’t need to code, just follow clear logic paths in TouchDesigner. 

 

  1. Hands-on Practice (approx. 45 minutes)

Objective: Let participants explore Kinect v2’s core features inside TouchDesigner.
Steps: 

  1. Demonstrate setup: connecting Kinect, using the Kinect TOP for video and Kinect CHOP for skeleton tracking. 
  1. Guide them through a mini-project: use skeleton tracking to move or morph a basic shape on screen. 
  1. Support experimentation: allow learners to track different body joints and manipulate parameters like color, size, or sound. 

Trainer Tip: Pair participants in small groups to troubleshoot and brainstorm visuals together. 

 

  1. Advanced Features and Creative Use Cases (approx. 30 minutes)

Objective: Inspire with possibilities beyond the basics.
Steps: 

  1. Show advanced setups: multi-joint triggers, combining Kinect with other sensors or projection mapping. 
  1. Demonstrate integration with audio-reactive elements. 
  1. Share real-world challenges (e.g., lighting conditions, occlusion) and tips to overcome them. 

 

  1. Wrap-Up and Feedback (approx. 15 minutes)

Objective: Reinforce key concepts and gather feedback.
Steps: 

  1. Recap what the Kinect CHOP and TOP do, and how motion can drive stage visuals. 
  1. Recommend further experimentation tasks: e.g., use hand positions to trigger video loops. 
  1. Invite participants to reflect on how they’d use Kinect in their own projects. 

 

Post-Training Follow-Up 

  • Share sample project files, links to TouchDesigner Kinect documentation, and recorded demos. 
  • Offer follow-up sessions for project reviews or peer sharing. 

Trainer Tip: Set up an online group (e.g., Slack, Discord) for resource sharing and collaborative support.