need live streaming into MotionBuilder/Unity ,thanks ,the soon the better very good software

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chen lili

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Jun 15, 2018, 7:20:01 AM6/15/18
to Brekel Kinect
need live streaming into MotionBuilder/Unity ,thanks ,the soon the better very good software

Brekel

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Jun 15, 2018, 7:21:10 AM6/15/18
to Brekel Kinect
Finalizing it as we speak, should be in the next beta soon.

Brekel

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Jun 15, 2018, 11:11:31 AM6/15/18
to Brekel Kinect
Just released a new beta including live streaming into MotionBuilder and Unity.

Clayton McNeil

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Jul 1, 2018, 3:47:05 PM7/1/18
to Brekel Kinect
I'm trying to get the Live Streaming working. I seem to be able to connect, but no data is being sent. The only thing I'm doing in Body v3 is connecting my sensor and verifying the Network Stream Protocol/Port (if there's another step required, its unknown to me).

Also, it appears disconnecting the client is not reflected in Body v3 (it still says its connected)

Help is appreciated, thanks.

Brekel

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Jul 2, 2018, 11:09:45 AM7/2/18
to Brekel Kinect
Please be more specific and post steps to reproduce (and where you get stuck) and/or a screenrecording.

Are you talking about MotionBuilder or Unity?
Is there any security software that could be blocking communication?

Clayton McNeil

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Jul 2, 2018, 4:07:21 PM7/2/18
to Brekel Kinect
I am talking about Unity. Screen recording is available at this link: https://we.tl/RbQ4OHOGUB

This recording is from after starting body v3 and Unity. After connecting the sensor and making sure tracking is working, I start the Unity scene. My first attempt fails because I don't have correct port. After changing the port, I am able to connect (as registered by body v3) but none of the joints move in Unity. Its also maybe worth noting that after stopping Unity, the connection status in body v3 still shows the client connected.

I  wrote a simple standalone C# app to connect/disconnect and read data and it behaves similarly, so I'm thinking its a network/data issue. Would security software allow a connection but then block data?

Brekel

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Jul 3, 2018, 5:58:14 AM7/3/18
to Brekel Kinect
Thanks for reporting, will investigate on my end.
Maybe something got broken or maybe it somehow the C# code doesn't recover after receiving an incomplete packet, maybe buffers need to be flushed after an incomplete packet, or maybe buffers can overflow.

The C++ network code seems to pass the tests, so I suspect something in the C# code (which is only my secondary language).

Clayton McNeil

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Jul 3, 2018, 7:30:27 AM7/3/18
to Brekel Kinect
Is there a C++ example client that can be provided? If so I can play with the C# a bit myself.

In my testing, it appears as though the packet handler is never being called.

Brekel

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Jul 3, 2018, 8:31:55 AM7/3/18
to Brekel Kinect
There is no C++ example code at this moment.

It seems things only update when the "[Brekel_Body_v3_TCP]" object from the example scene is selected at startup.
When you start play mode and the object is not selected nothing updates, selecting it once and the updating starts, even continues after deselecting.

Not sure why this happens but it seems to point to something Unity script related at least.

Brekel

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Jul 3, 2018, 8:49:57 AM7/3/18
to Brekel Kinect
Somehow it seems the following line and beyond (in FetchFrame) only gets evaluated when the [Brekel_Body_v3_TCP] is selected:
274 bodies[bodyID].timestamp = BitConverter.ToSingle(readBuffer, index); index += 4;

I'm a bit baffled as to why that is though

Clayton McNeil

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Jul 3, 2018, 12:54:49 PM7/3/18
to Brekel Kinect
I think my problem may be different. I've gone so far as packet capture the network traffic and there's nothing happening other than the connection being established. Is there any way to verify data is actually being sent?
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