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
- Preparation (approx. 60 minutes)
Objective: Set up a technically functional and inspiring learning environment.
Steps:
- Research Kinect v2 and its integration in TouchDesigner: setup requirements, capabilities, and use cases.
- Prepare a visual presentation explaining Kinect v2’s purpose and its value in live performance.
- 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.
- 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:
- Explain Kinect v2 as a depth-sensing camera capable of real-time body tracking.
- Show video examples of interactive performances using Kinect (e.g., dance visualizations, gesture-controlled installations).
- 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.
- Hands-on Practice (approx. 45 minutes)
Objective: Let participants explore Kinect v2’s core features inside TouchDesigner.
Steps:
- Demonstrate setup: connecting Kinect, using the Kinect TOP for video and Kinect CHOP for skeleton tracking.
- Guide them through a mini-project: use skeleton tracking to move or morph a basic shape on screen.
- 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.
- Advanced Features and Creative Use Cases (approx. 30 minutes)
Objective: Inspire with possibilities beyond the basics.
Steps:
- Show advanced setups: multi-joint triggers, combining Kinect with other sensors or projection mapping.
- Demonstrate integration with audio-reactive elements.
- Share real-world challenges (e.g., lighting conditions, occlusion) and tips to overcome them.
- Wrap-Up and Feedback (approx. 15 minutes)
Objective: Reinforce key concepts and gather feedback.
Steps:
- Recap what the Kinect CHOP and TOP do, and how motion can drive stage visuals.
- Recommend further experimentation tasks: e.g., use hand positions to trigger video loops.
- 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.
