Mass Ai Unreal 5.1 lost skeletal meshes updating from 5.0 - unreal-engine5

Hy guys, I was making practice with the Mass Ai in a project, and I upgraded from ue5 to ue 5.1. Well I've lost the crowd!
Ue 5.1 doesn't seem to find the meshes to build its different characters on Mass Ai.
Can someone help me? here's the log error message

you will need to add two plugins namely:- Alembic Groom Importer and Hair modeling Toolset.

Related

Increase resolution of kinect rgb camera on ros

i am doing a project using deep learning and for this i need to take pictures from the kinect and evaluate them. My problem is the resolution of the pictures are 640x860. Due to this i wanted to know if ros freekinect or some library can increase the resolution given a yaml file or something like that? Thank you guys and sorry for the english
Im currently working on a project with Kinect one sensor and the camera resolution is 1920x1080.
if i am not wrong you are currently using the old xbox 360 kinect from what i see here.
I have not heard of libraries that can increase resolutiono yet(this does not mean it do not exist)
But my suggestion is to use the latest hardware found in Microsoft Store here. It cost about $150.
Cheers!

Opening Kinect datasets and/or SDK Samples

I am very new to Kinect programming and am tasked to understand several methods for 3D point cloud stitching using Kinect and OpenCV. While waiting for the Kinect sensor to be shipped over, I am trying to run the SDK samples on some data sets.
I am really clueless as to where to start now, so I downloaded some datasets here, and do not understand how I am supposed to view/parse these datasets. I tried running the Kinect SDK Samples (DepthBasic-D2D) in Visual Studio but the only thing that appears is a white screen with a screenshot button.
There seems to be very little documentation with regards to how all these things work, so I would appreciate if anyone can point me to the right resources on how to obtain and parse depth maps, or how to get the SDK Samples work.
The Point Cloud Library (or PCL) it is a good starting point to handle point cloud data obtained using Kinect and OpenNI driver.
OpenNI is, among other things, an open-source software that provides an API to communicate with vision and audio sensor devices (such as the Kinect). Using OpenNI you can access to the raw data acquired with your Kinect and use it as a input for your PCL software that can process the data. In other words, OpenNI is an alternative to the official KinectSDK, compatible with many more devices, and with great support and tutorials!
There are plenty of tutorials out there like this, this and these.
Also, this question is highly related.

Kinect v2 XAML performance vs WPF performance

I've recently adquired a new MS Kinect v2 for Windows, and i'm messing with it in order to learn how it works, and how I would aproach my future ideas for it.
By now, i'm only teasing the samples that comes with the Kinect browser (Downloaded with the new SDK), using an almost new Toshiba C55 NoteBook (i5 2.5GH, 8GB RAM, NVidia 710M).
The fact is that i've tried the "Coordinate Mapping basics" sample, that comes in many forms (D2D, XAML, HTML and WPF). This sample just removes the background using the depth frame.
I've tried the all the versions so far, and the XAML sample runs very very very very slow... while the rest are running very very very smooth...
So i've tried an external code extracted from GitHub which technically does the same, also using XAML. And it also runs too slow.
Due the fact that i'm not used to develop for MS platforms, i don't know if it is really a hardware problem, or if XAML has higer requirements, and I cannot figure out why is it behaving so bad only with XAML.
I tried to find any similar questions, but didn't found any that seemed useful for my case.
I know that is probably my fault, but I don't know why... Maybe a misunderstanding of the whole setup?
The external sample I found: https://github.com/Vangos/kinect-2-background-removal
Also tried the CoordinateMapper from the same GitHub, same issue: https://github.com/Vangos/kinect-2-coordinate-mapping
Thank you all.
UPDATE:
After developing and deploying the WPF app succefully, I'd started to check the performance of the Kinect with Windows RT, and I'd find lots of problems at memory level, W8.1 RT is slow, and does not support Kinect V2 very well, at least in my testing HW. This problems may lead to the symptoms described in this other question I found: Kinect camera freeze
This issue also made me note that the new Kinect V2 is VERY VERY sensitive to ambient temperature.
Hope this helps some Overflowed developars with similar problems :).
The Coordinate Mapper XAML and Coordinate Mapper WPF samples both use XAML. The version marked "XAML" is a Windows Store App. The version marked "WPF" is a Windows Desktop app. I didn't see much of a difference on my machine between the two until I ran the Performance and Diagnostics tools in Visual Studio 2013. I suggest running them and creating an analysis report. That will help you discover what exactly is causing the differences.

Does Particle Designer work with SpriteKit?

It's says on their website that support is coming, but other people have said it already works. Does anyone know as I would like to know before purchasing it. If it doesn't support SpriteKit does anyone know if there is an alternative?
There have been and are still issues with sprite kit on the Mac which has slowed down our ability to support SK in Particle Designer. We are still working on support as well as also providing our own particle system to use with SK which will help if the SK bugs are not fixed quickly. Our own particle system for SK will support all the systems currently available in PD. We are testing at the moment and hope to release our own particle system soon.

Kinect hangs up suddenly after working pretty well a few seconds. How can I fix it?

I tried using "Kinect for Windows" on my Mac. Environment set-up seems to have gone well, but something seems being wrong. When I start some samples such as
OpenNI-Bin-Dev-MacOSX-v1.5.4.0/Samples/Bin/x64-Release/Sample-NiSimpleViewer
or others, the sample application start and seems working quite well at the beginning but after a few seconds (10 to 20 seconds), the move seen in screen of the application halts and never work again. It seems that the application get to be unable to fetch data from Kinect from certain point where some seconds passed.
I don't know whether the libraries or their dependency, or Kinect's hardware itself is going wrong (as for hardware, invisibly broken or something), and I really want to know how to detect which is it.
Could anybody tell me how can I fix the issue please?
My environment is shown below:
Mac OS X v10.7.4 (MacBook Air, core i5 1.6Ghz, 4GB of memory)
Xcode 4.4.1
Kinect for Windows
OpenNI-Bin-Dev-MacOSX-v1.5.4.0
Sensor-Bin-MacOSX-v5.1.2.1
I followed instruction here about libusb: http://openkinect.org/wiki/Getting_Started#Homebrew
and when I try using libfreenect(I know it's separate from OpenNI+SensorKinect), its sample applications say "Number of devices found: 0", which makes no sense to me since I certainly connected my Kinect to MBA...)
Unless you're booting to Windows forget about Kinect for Windows.
Regarding libfreenect and OpenNI in most cases you'll use one or the other, so think of what functionalities you need.
If it's basic RGB+Depth image (and possibly motor and accelerometer ) access libfreenect is your choice.
If you need RGB+Depth image and skeleton tracking and (hand) gestures (but no motor, accelerometer access) use OpenNI. Note that if you use the unstable(dev) versions, you should use Avin's SensorKinect Driver.
Easiest thing to do a nice clean install of OpenNI.
Also, if it helps, you can a creative coding framework like Processing or OpenFrameworks.
For Processing I recommend SimpleOpenNI
For OpenFrameworks you can use ofxKinect which ties to libfreenect or ofxOpenNI. Download the OpenFrameworks packaged on the FutureTheatre Kinect Workshop wiki as it includes both addons and some really nice examples.
When you are connecting the Kinect device to the machine, have you provided external power to it? The device will appear connected to a computer by USB only power but will not be able to tranfer data as it needs the external power supply.
Also what Kinect sensor are you using? If it is a new Kinect device (designed for Windows) they may have a different device signature which may cause the OpenNI drivers to play-up. I'm not a 100% on this one, but I've only ever tried OpenNI with an XBox 360 sensor.