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Yu Fujishiro

Welcome to a specialized learning experience in interactive physics body tracking installations. This condensed course equips you with sought-after skills to seamlessly integrate Unreal Engine 5, Kinect, and TouchDesigner OSC, paving your way into the world of real-time installations.

Important disclaimer about this course, you’ll need a bit more than a basic understanding of Blueprints and Unreal Engine, as we’ll be using several nodes that are used commonly in game development workflow and you can learn those by beginner courses.

Read more

Welcome to a specialized learning experience in interactive physics body tracking installations. This condensed course equips you with sought-after skills to seamlessly integrate Unreal Engine 5, Kinect, and TouchDesigner OSC, paving your way into the world of real-time installations.

Important disclaimer about this course, you’ll need a bit more than a basic understanding of Blueprints and Unreal Engine, as we’ll be using several nodes that are used commonly in game development workflow and you can learn those by beginner courses.

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 workflows to deliver interactive installations, which isn't the run of the mill, cliche installations you might have seen. What you've learned should make you a valuable asset in a field where design and art oriented UE developers are rare.

Enroll now

What's inside

Learning objectives

  • 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.

Syllabus

Build minimum components required to setup interactivity with Kinect in Unreal Engine and TouchDesigner.
Introduction
Project Setup - Create Project File
Read more
Project Setup - UI Settings
Project Setup - Create Empty Level
Project Setup - GameMode & Pawn
Project Setup - Project Settings
Project Setup - Editor Preferences
Project Setup - Kinect SDK
Project Setup - Kinect OSC
OSC Plugin - Issues with V5.5.0
OSC BP - Create Receive Server
OSC BP - Extract Values Function
OSC BP - Extract & Save Values
Body Tracking - Interface BP
Level - Scene Setup & Test
3D Cursor BP - Attach Actor
3D Cursor BP - Line Trace
UE - Collision Explanation
3D Cursor BP - Custom Collision
3D Cursor BP - Fix Bugs
Implement code to approximate direction vector of the hand movement and apply to a Niagara System.
3D Cursor BP - Mouse Input Option
3D Cursor BP - Calculate Velocity
Motion Vector - Logic Explanation
3D Cursor BP - Calculate Vector
Niagara - Test Implementation
Niagara - Fix Spawning Issue
Develop physics constraints asset and Blueprint code for first variation of the installation.
Introduction - Import Static Mesh
Physics 1 BP - Physics Constraints
Physics 1 BP - Apply Cursor Forces
Overlap BP - Implement Interaction
Physics 1 BP - Fix Bugs & Test
Grid Spawn - Calculate Transforms
Grid Spawn - Spawn Procedurally
Develop physics constraints asset and Blueprint code for second variation of the installation.
Introduction - Import Static Meshes
Physics 2 BP - Code Reuse
Grid Spawn - Physics 1 & 2 Modes
3D Cursor BP - Physics 2 Overlap
Create and implement dynamic materials that react to physics objects movements.
Material 1 - Base Color & Emission
Material 1 - Generate Band Mask
Material 2 - Physics 2 Changes
Material BP - Create Instance
Material BP - Set Emission Strength
Material BP - Set Emission Color
Material BP - Set UV Offset
Test Code - Debug & Tweaks
Learn how to offload Blueprint CPU code to shader GPU code and setup installation initialization mode.
Introduction - CPU to GPU Code
UV Offset - Convert BP to Shader
Physics 2 - Repeat Previous Step
3D Cursor BP - Point Light Logic
Init Mode - Start Installation Key
Init Mode - Passing References
MAP1 - Scene Setup & Test
MAP2 - Scene Setup & Test
Learn about how we use JSON configuration files and how to setup packaging your game.
Introduction - Configuration File
JSON Plugin - Text File Read / Write
Runtime Tweaks - Tracking Offset
JSON Config - Test Read / Write
Introduction - Package Game
Standalone - Add Settings Inputs
Standalone - Input Mode Switcher
Project Settings - Package Game
Debug - Body Tracking Rotation
Standalone - Test Everything
End of the course and suggestions to continue learning Unreal Engine for interactive installations.
Suggestions to Continue Learning

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Activities

Be better prepared before your course. Deepen your understanding during and after it. Supplement your coursework and achieve mastery of the topics covered in Kinect Interactive Physics Installation Masterclass with UE5 with these activities:
Review Unreal Engine Blueprints Fundamentals
Solidify your understanding of Unreal Engine Blueprints, as the course assumes familiarity with common nodes and game development workflows.
Show steps
  • Review Blueprint tutorials and documentation.
  • Practice creating simple interactions using Blueprints.
  • Replicate basic game mechanics from existing tutorials.
Brush up on TouchDesigner OSC Communication
Familiarize yourself with OSC communication in TouchDesigner to ensure smooth data transfer between Kinect and Unreal Engine.
Show steps
  • Review TouchDesigner OSC tutorials.
  • Practice sending and receiving OSC messages between two TouchDesigner patches.
  • Experiment with different data types and message structures.
Understanding Motion Capture for Computer Animation and Video Games
Gain a deeper understanding of the principles behind motion capture and body tracking to improve your Kinect integration skills.
Show steps
  • Read the chapters related to depth sensing and data processing.
  • Take notes on key concepts and techniques.
  • Relate the concepts to the Kinect setup in the course.
Four other activities
Expand to see all activities and additional details
Show all seven activities
Explore Advanced Niagara System Tutorials
Enhance your ability to create visually stunning effects by delving into advanced Niagara System tutorials, focusing on particle manipulation and dynamic effects.
Show steps
  • Find tutorials on advanced Niagara features like vector fields and GPU particles.
  • Replicate the effects from the tutorials in your own UE5 project.
  • Experiment with modifying the parameters to create unique variations.
Document Your Installation Workflow
Solidify your understanding by creating a detailed documentation of your Kinect interactive physics installation workflow, including setup, configuration, and troubleshooting steps.
Show steps
  • Outline the key steps in your installation process.
  • Document each step with clear instructions and screenshots.
  • Include troubleshooting tips and common issues.
  • Share your documentation with other students for feedback.
Develop a Custom Interactive Installation
Apply your knowledge by developing a unique interactive installation using UE5, Kinect, and TouchDesigner, incorporating custom features and creative interactions.
Show steps
  • Brainstorm ideas for a unique interactive installation concept.
  • Design the interaction flow and user experience.
  • Implement the installation using UE5, Kinect, and TouchDesigner.
  • Test and refine the installation based on user feedback.
Real-Time 3D Rendering with DirectX and HLSL
Deepen your understanding of shader programming and GPU optimization techniques to improve the performance of your interactive installations.
Show steps
  • Read the chapters related to shader programming and GPU optimization.
  • Experiment with writing simple shaders in HLSL.
  • Apply the concepts to optimize the performance of your UE5 project.

Career center

Learners who complete Kinect Interactive Physics Installation Masterclass with UE5 will develop knowledge and skills that may be useful to these careers:
Interactive Installation Designer
The Interactive Installation Designer creates engaging and immersive experiences using technology and design. This role involves conceptualizing, designing, and developing interactive installations for various environments, from museums to public spaces. This course provides a strong foundation for building interactive physics installations using cutting-edge tools like Unreal Engine 5, Kinect, and TouchDesigner OSC. Understanding how to configure body tracking with a Kinect Sensor and TouchDesigner, as taught in this course, is crucial for creating installations that respond to human movement. Moreover, the course covers creating stable physics simulations, optimizing performance with shader code, and managing complex systems with JSON configuration files, all of which are essential skills for an Interactive Installation Designer.
Creative Technologist
A Creative Technologist blends technical skills with artistic vision to develop innovative solutions. They work on projects that require both creative thinking and technical expertise, often involving interactive installations, digital art, and experimental technologies. This course is directly relevant, as it equips you to integrate Unreal Engine 5, Kinect, and TouchDesigner OSC for real-time installations. You gain hands-on experience in configuring body tracking, creating interactive physics simulations, and optimizing performance using GPU-powered shader code. Learning to use JSON configuration files, covered extensively in the course, is also invaluable for managing the complexities of interactive systems as a Creative Technologist.
Realtime Graphics Developer
A Realtime Graphics Developer specializes in creating interactive and dynamic visual content that responds in real-time. The work often includes developing visual effects, simulations, and interactive experiences for various applications, such as games, virtual reality, and interactive installations. The course helps you dive deep into configuring essential components to set up body tracking with a Kinect Sensor and TouchDesigner in Unreal Engine 5, enhancing projects with custom features for engaging interactions. The course provides a practical, hands-on approach to mastering the workflows needed to deliver cutting-edge interactive installations, making you a valuable asset in this rapidly evolving field.
Virtual Reality Developer
A Virtual Reality Developer designs and builds immersive experiences for virtual reality platforms. The responsibilities involve creating interactive environments, implementing user interfaces, and optimizing performance for seamless VR experiences. This course is valuable for those looking to incorporate body tracking and interactive physics into VR applications. The course focuses on integrating Unreal Engine 5 with Kinect and TouchDesigner OSC, providing the skills to create real-time, responsive VR environments. Additionally, learning to optimize performance with shader code and manage configurations with JSON files, as taught in the course, is crucial for developing high-quality VR experiences.
Augmented Reality Developer
Augmented Reality Developers create applications that overlay digital content onto the real world. This role involves developing interactive experiences, integrating sensor data, and optimizing performance for mobile and wearable devices. This course helps in learning how to configure body tracking with Kinect and create interactive physics simulations using Unreal Engine 5. This course offers an advantage by focusing on hands-on skills in setting up and optimizing real-time interactions, which are critical for AR applications. The skills gained are essential for building advanced AR applications that respond to user movements and environments.
Interactive Media Artist
An Interactive Media Artist creates art installations and experiences that respond to audience input. The work often involves using sensors, software, and physical computing to create dynamic and engaging artworks. This course allows you to integrate Unreal Engine 5, Kinect, and TouchDesigner OSC, paving the way for creating real-time installations. The course helps optimize performance by leveraging GPU-powered shader code, and mastery of JSON configuration files, a professional workflow essential for managing complex interactive systems. By the end, you’ll command the Unreal Engine 5 workflows to deliver interactive installations.
Exhibition Designer
An Exhibition Designer plans and designs engaging and informative displays for museums, galleries, and other exhibition spaces. This role involves understanding spatial design, visitor experience, and the integration of multimedia elements. The course will be helpful where you can learn to configure body tracking with a Kinect Sensor and TouchDesigner, enhancing your projects with custom features for unique and engaging interactions. The course provides insight into creating stable, interactive physics simulations and optimizing 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.
Game Developer
A Game Developer designs and codes video games. While this course focuses on installations rather than traditional games, the skills are transferable. In this role, the course may be useful to expand into interactive art. You can learn how to configure body tracking with Kinect and TouchDesigner, skills that can be adapted for motion-controlled games or unique game mechanics. Furthermore, the course covers optimizing performance with shader code, which is crucial for game development, and mastering JSON configuration files, which are used for managing game settings and data.
Software Engineer
A Software Engineer designs, develops, and tests software applications. This course may be useful by providing skills in integrating different software and hardware components. You can learn to configure basic components required to setup body tracking with Kinect in Unreal Engine and TouchDesigner. The course enhances projects with custom features for more interesting interactions. The course optimizes CPU performance by offloading code into GPU via the shader graph or material. You will understand how and why we use JSON configuration files as one of the industry workflows.
Robotics Engineer
A Robotics Engineer designs, develops, and tests robots and robotic systems. While this course focuses on interactive installations, the skills in sensor integration and real-time processing are relevant to robotics. The course may be useful in learning how to configure body tracking with Kinect and create interactive physics simulations, which could be applied to robot control and interaction. The course can provide an advantage by covering optimization techniques and the use of JSON configuration files, which are essential for managing complex robotic systems.
Data Visualization Specialist
Data Visualization Specialists create visual representations of data to help communicate insights and patterns. While this course is not directly focused on data visualization, the skills in using Unreal Engine 5 and real-time data processing may be useful for creating interactive data displays. This course may be useful by providing hands-on experience in setting up and optimizing real-time interactions, which can be applied to data visualization projects. The skills gained are applicable to building dynamic, interactive data displays that respond to user input.
Simulation Engineer
Simulation Engineers develop and run simulations to model and analyze complex systems. skills in creating interactive physics simulations and optimizing performance may be useful for those in these roles. The course helps in implementing dynamic materials that react to physics objects movements. The course could also be useful in offloading Blueprint CPU code to shader GPU code and setup installation initialization mode. This course may be useful for developing realistic and responsive simulation environments.
User Experience Designer
A User Experience Designer (UX Designer) focuses on enhancing user satisfaction by improving the usability, accessibility, and desirability of a product. This course may be useful, since they may use interaction design principles to create intuitive and engaging user interfaces. The course may be useful here to learn to configure basic components required to setup body tracking with Kinect in Unreal Engine and TouchDesigner. This may be helpful in adding custom features to body tracking, so it can produce more interesting interactions. The course may also develop physics constraints asset and Blueprint code for installations, which may be useful when working with a UX design.
Hardware Engineer
The Hardware Engineer designs, develops, and tests physical components of computer systems and devices. Often, this role requires a bachelor's degree in electrical or computer engineering. The course may be useful in understanding how hardware components like Kinect can be integrated with software platforms like Unreal Engine. The course provides insight into configuring basic components required to setup interactivity with Kinect in Unreal Engine and TouchDesigner. This course may be useful in implementing code to approximate direction vector of the hand movement and apply to a Niagara System.
Technical Director
Technical Directors oversee the technical aspects of a production, ensuring that all systems and equipment function smoothly. The course may be useful in understanding how to configure body tracking with Kinect and create interactive physics simulations, which can be critical for overseeing the technical aspects of interactive installations. The course can provide an advantage by covering optimization techniques and the use of JSON configuration files, which are essential for managing complex systems.

Reading list

We've selected two books that we think will supplement your learning. Use these to develop background knowledge, enrich your coursework, and gain a deeper understanding of the topics covered in Kinect Interactive Physics Installation Masterclass with UE5.
Provides a comprehensive overview of motion capture techniques, including the use of depth sensors like Kinect. It covers the principles of motion capture, data processing, and integration with game engines. While not directly focused on UE5, the foundational knowledge is invaluable. This book is useful for understanding the underlying technology behind body tracking and how to effectively use Kinect data.
While this course focuses on using the material editor and shader graph, this book provides a deeper understanding of shader programming using HLSL. It covers the fundamentals of 3D rendering, lighting, and shading. is more valuable as additional reading to expand your knowledge of GPU-based code and optimization techniques. It can help you better understand how to translate Blueprint code to shader code.

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