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TouchDesigner Documentation MCP Server v2.3 - Pure MCP server for VS Code/Codium with comprehensive operator documentation for 629 operators + 7 tutorials across all categories (TOP, CHOP, SOP, DAT, MAT, COMP, POP). Features experimental POP operators wit
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"name": "Kinect CHOP",
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"description": "OS: This operator is only supported under the Microsoft Windows operating system.Hardware: This CHOP only supports the Kinect for Windows hardware and the Kinect 2, not Kinect for Xbox hardware.",
"summary": "OS: This operator is only supported under the Microsoft Windows operating system.Hardware: This CHOP only supports the Kinect for Windows hardware and the Kinect 2, not Kinect for Xbox hardware.",
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"description": "From Derivative\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tJump to navigation\n\t\tJump to search\n\t\t\nNOTE\n\nOS: This operator is only supported under the Microsoft Windows operating system.Hardware: This only supports the Kinect for Windows hardware and the Kinect 2, not Kinect for Xbox hardware.\n\n\n\nThe Kinect reads positional and skeletal tracking data from the Kinect and Kinect2 sensors. Up to 6 people's full skeletons can be tracked (2 on the original Kinect), and the center position of an addition 4 people in the camera view is tracked as well. Multiple Kinect devices can be used by using multiple Kinect CHOPs and changing the Camera parameter.\t\t\nIt also supports face tracking.\nTo use a Kinect 2 device you need to install the Kinect 2 SDK or runtime from here. \t\t\t\nTo use the original Kinect 1 you will need to install the Kinect Runtime 1.8 for builds greater than 12000, or Kinect Runtime 1.7 for builds below 12000.\t\t\t\nMultiple Kinects: The Kinect 2 SDK does not allow for multiple kinects to be used on one system at a time. There is no way to connect to different devices through the SDK. The Kinect 1 can do this, but not the 2.\nSee also Kinect TOP, Kinect and Kinect1.\nkinectCHOP_Class\n\nContents\n \n \n \n \n \n \n \n\n\n\n\n\n active - When 'On' data is captured from the Kinect sensor.\n\n\n\t\t\n hwversion - - Choose between Kinect v1 or Kinect v2 sensors.\n\n version1 - version2 -\n\t\t\n sensor - Selects which Kinect sensor to use. Only available when using Kinect v1.\n\n\n\t\t\n skeleton - - Selects options for skeletal tracking.\n\n full - Track full skeleton. seated - Track seated skeleton. off - Do not track skeleton.\n\t\t\n maxplayers - Limits how many players to track.\n\n\n\t\t\n interactions - Enables interactions, which returns interaction data such as \"grip\" and \"press\". The additional channels output are prefixed with p[1-2]/hand_l_* and p[1-2]/hand_r_*.<\t\nFor the x and y values of the interaction hand, 0.0 corresponds to left edge of interaction region and 1.0 corresponds to right edge of interaction region, but values could be outside of this range.\nFor the z value of the interaction hand, 0.0 means that hand is close to shoulder and 1.0 represents a fully extended arm, but values could be outside of this range.NOTE: Interaction mode requires a depth resolution of 640x480. As such, a Kinect TOP displaying a depth image for the same sensor will output an image with a resolution of 640x480 and the Near Depth Mode setting will be set in the Kinect .\t\t\t\nFor guidelines in creating applications with Kinect Interaction, download the Kinect for Windows Human Interface Guidelines.\n\n\n\t\t\n relbonerotations - Returns rx, ry, and rz relative rotation channels for each bone. The rotation is relative to the previous joint.\n\n\n\t\t\n absbonerotations - Returns rx, ry, and rz absolute rotation channels for each bone.\n\n\n\t\t\n bonelengths - Returns the length for each bone.\n\n\n\t\t\n unrollbones - Return the rx, ry, and rz values in a form that includes no discontinuities (or wrap arounds), so that they can be safely blended, filtered, lagged etc. For example, a rotation value running from 0 to 360 continuously, unrolled would start at 0 and increase in value indefinitely.\n\n\n\t\t\n worldspace - Returns the tracked positions in world space coordinates. For each tracked point, a tx, ty, tz triplet of channels will be output.\n\n\n\t\t\n colorspace - Returns the tracked positions in image space coordinates relative to the color camera. For each tracked point, a u, v, tz triplet of channels will be output. Note this is only available on Kinectv2.\n\n\n\t\t\n depthspace - Returns the tracked positions in image space coordinates relative to the depth camera. For each tracked point, a depthu, depthv, tz triplet of channels will be output. Works on both Kinectv1 and Kinectv2.\n\n\n\t\t\n facetracking - Returns face tracking channels for detected faces.\n\n\n\t\t\n statuschans - A number of additional status channels are reported when this is turned on. A group of channels will report if a joint is currently being tracked, and another group of channels reports if part of the player is clipped outside the bounds of the Kinect sensor. The additional channels output are suffixed with tracked or clipped.\n\n\n\t\t\n neardepthmode - Enables near mode for skeleton tracking, which allows the depth camera to see objects as close as 40cm to the camera (instead of the default 80cm).\n\n\n\t\t\n flipskelu - Flips the u-axis for skeleton channels, helpful when using a mirror image from the camera.\n\n\n\t\t\n flipfaceu - Flips the u-axis for face channels, helpful when using a mirror image from the camera.\n\n\n\n\n\n jointsmoothing - Activates Kinect's smoothing algorithm for joint tracking and enables the smoothing parameters below.\n\n\n\t\t\n smoothing - Increasing the smoothing parameter value leads to more highly-smoothed skeleton position values being returned. It is the nature of smoothing that, as the smoothing value is increased, responsiveness to the raw data decreases. Thus, increased smoothing leads to increased latency in the returned skeleton values. Values must be in the range 0 through 1.0. Passing 0 causes the raw data to be returned.\n\n\n\t\t\n correction - Lower values are slower to correct towards the raw data and appear smoother, while higher values will correct toward the raw data more quickly. Values must be in the range 0 through 1.0.\n\n\n\t\t\n prediction - The number of frames to predict into the future. Values must be greater than or equal to zero. Values greater than 0.5 will likely lead to overshooting when moving quickly. This effect can be damped by using small values of Max Deviation Radius.\n\n\n\t\t\n jitterrad - The radius in meters for jitter reduction. Any jitter beyond this radius is clamped to the radius.\n\n\n\t\t\n maxdevrad - The maximum radius in meters that filtered positions are allowed to deviate from raw data. Filtered values that would be more than this radius from the raw data are clamped at this distance, in the direction of the filtered value.\n\n\n\t\t\n rotationsmoothing - Activates Kinect's smoothing algorithm for rotations. As with joint smoothing above, higher levels of smoothing will introduce more latency.\n\n\n\n\n\n timeslice - Turning this on forces the channels to be \"Time Sliced\". A is the time between the last cook frame and the current cook frame.\n\n\n\n scope - To determine which channels get affected, some CHOPs use a string on the Common page.\n\n\n\n srselect - - Handle cases where multiple input CHOPs' sample rates are different. When Resampling occurs, the curves are interpolated according to the Interpolation Method Option, or \"Linear\" if the Interpolate Options are not available.\n\n first - Use rate of first input to resample others. max - Resample to the highest sample rate. min - Resample to the lowest sample rate. err - Doesn't accept conflicting sample rates.\n\n exportmethod - - This will determine how to connect the channel to the parameter. Refer to the Export article for more information.\n\n datindex - Uses the docked table and references the channel via the index of the channel in the . datname - Uses the docked table and references the channel via the name of the channel in the . autoname - The channel is the full destination of where to export to, such has geo1/transform1:tx.\n\n autoexportroot - This path points to the root node where all of the paths that exporting by Channel Name is : are relative to.\n\n\n\n exporttable - The used to hold the export information when using the Table Methods (See above).\n\n\n\n\n\nExtra Information for the Kinect can be accessed via an Info CHOP.\n\n\n\n - Start of the interval in samples. - Number of samples in the . - The samplerate of the channels in frames per second. - Number of channels in the . - 1 if is enabled, 0 otherwise. - A count of how often the export connections have been updated.\n - Number of times the operator has cooked since the process started. - Duration of the last cook in milliseconds. - Frame number when this operator was last cooked relative to the component timeline. - Frame number when this operator was last cooked relative to the absolute time. - Time in milliseconds at which the operator started cooking in the frame it was cooked. - Time in milliseconds at which the operator finished cooking in the frame it was cooked. - 1 if operator was cooked this frame. - Number of warnings in this operator if any. - Number of errors in this operator if any.\nTouchDesigner Build: Latest\\nwikieditorwikieditorwikieditor2021.100002018.28070before 2018.28070\nCHOPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn Operator Family which operate on Channels (a sequence of numbers (Samples)) which are used for animation, audio, mathematics, simulation, logic, UI construction, and data streamed from/to devices and protocols.\n\n\n\nA Time Slice is the time from the last cook frame to the current cook frame. In CHOPs it is the set of short channels that contain the CHOP channels' samples between the last and the current cook frame.\n\n\n\nA parameter in most CHOPs that restricts which channels of that CHOP will be affected. Normally all channels of a CHOP are affected by the operator. TOPs have Channel Mask, a similar feature.\n\n\n\nsamples-per-second of a CHOP. Each CHOP in your network has a sample rate. In contrast, the overall timeline has a Frame Rate, which is the number of frames to cook and display per second, generally your monitor display frequency, default 60.\n\n\n\nExporting is the connection of CHOP channels to parameters of operators. The output of each exporting CHOP is one or more channels, active only while the CHOP Viewer is on. The current value of a channel can be exported to a parameter of any operator, overriding that parameter's value. See Parameter.\n\n\n\nAn Operator Family that manipulates text strings: multi-line text or tables. Multi-line text is often a python Script or GLSL Shader, but can be any multi-line text. Tables are rows and columns of cells, each containing a text string.\n\n\n\nThe location of an operator within the TouchDesigner environment, for example, /geo1/circle1, a node called circle1 in a component called geo1. The path / is called Root. This path is displayed at the top of every Pane, showing which Component's network you are currently in. To refer instead to a filesystem folder, directory, disk file or http: address, see Folder.\n\n\n\nEvery operator in TouchDesigner has a set of control Parameters that can be integer or floating point numbers, menus, binary toggles, text strings or operator paths, which determine the output of the operator.\n\n\n\nTouchDesigner is a hierarchy of components. \"root\" is the top-most network in the hierarchy. The Network Path or Path for root is simply /. 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"description": "From Derivative\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tJump to navigation\n\t\tJump to search\n\t\t\nNOTE\n\nOS: This operator is only supported under the Microsoft Windows operating system.Hardware: This only supports the Kinect for Windows hardware and the Kinect 2, not Kinect for Xbox hardware.\n\n\n\nThe Kinect reads positional and skeletal tracking data from the Kinect and Kinect2 sensors. Up to 6 people's full skeletons can be tracked (2 on the original Kinect), and the center position of an addition 4 people in the camera view is tracked as well. Multiple Kinect devices can be used by using multiple Kinect CHOPs and changing the Camera parameter.\t\t\nIt also supports face tracking.\nTo use a Kinect 2 device you need to install the Kinect 2 SDK or runtime from here. \t\t\t\nTo use the original Kinect 1 you will need to install the Kinect Runtime 1.8 for builds greater than 12000, or Kinect Runtime 1.7 for builds below 12000.\t\t\t\nMultiple Kinects: The Kinect 2 SDK does not allow for multiple kinects to be used on one system at a time. There is no way to connect to different devices through the SDK. The Kinect 1 can do this, but not the 2.\nSee also Kinect TOP, Kinect and Kinect1.\nkinectCHOP_Class\n\nContents\n \n \n \n \n \n \n \n\n\n\n\n\n active - When 'On' data is captured from the Kinect sensor.\n\n\n\t\t\n hwversion - - Choose between Kinect v1 or Kinect v2 sensors.\n\n version1 - version2 -\n\t\t\n sensor - Selects which Kinect sensor to use. Only available when using Kinect v1.\n\n\n\t\t\n skeleton - - Selects options for skeletal tracking.\n\n full - Track full skeleton. seated - Track seated skeleton. off - Do not track skeleton.\n\t\t\n maxplayers - Limits how many players to track.\n\n\n\t\t\n interactions - Enables interactions, which returns interaction data such as \"grip\" and \"press\". The additional channels output are prefixed with p[1-2]/hand_l_* and p[1-2]/hand_r_*.<\t\nFor the x and y values of the interaction hand, 0.0 corresponds to left edge of interaction region and 1.0 corresponds to right edge of interaction region, but values could be outside of this range.\nFor the z value of the interaction hand, 0.0 means that hand is close to shoulder and 1.0 represents a fully extended arm, but values could be outside of this range.NOTE: Interaction mode requires a depth resolution of 640x480. As such, a Kinect TOP displaying a depth image for the same sensor will output an image with a resolution of 640x480 and the Near Depth Mode setting will be set in the Kinect .\t\t\t\nFor guidelines in creating applications with Kinect Interaction, download the Kinect for Windows Human Interface Guidelines.\n\n\n\t\t\n relbonerotations - Returns rx, ry, and rz relative rotation channels for each bone. The rotation is relative to the previous joint.\n\n\n\t\t\n absbonerotations - Returns rx, ry, and rz absolute rotation channels for each bone.\n\n\n\t\t\n bonelengths - Returns the length for each bone.\n\n\n\t\t\n unrollbones - Return the rx, ry, and rz values in a form that includes no discontinuities (or wrap arounds), so that they can be safely blended, filtered, lagged etc. For example, a rotation value running from 0 to 360 continuously, unrolled would start at 0 and increase in value indefinitely.\n\n\n\t\t\n worldspace - Returns the tracked positions in world space coordinates. For each tracked point, a tx, ty, tz triplet of channels will be output.\n\n\n\t\t\n colorspace - Returns the tracked positions in image space coordinates relative to the color camera. For each tracked point, a u, v, tz triplet of channels will be output. Note this is only available on Kinectv2.\n\n\n\t\t\n depthspace - Returns the tracked positions in image space coordinates relative to the depth camera. For each tracked point, a depthu, depthv, tz triplet of channels will be output. Works on both Kinectv1 and Kinectv2.\n\n\n\t\t\n facetracking - Returns face tracking channels for detected faces.\n\n\n\t\t\n statuschans - A number of additional status channels are reported when this is turned on. A group of channels will report if a joint is currently being tracked, and another group of channels reports if part of the player is clipped outside the bounds of the Kinect sensor. The additional channels output are suffixed with tracked or clipped.\n\n\n\t\t\n neardepthmode - Enables near mode for skeleton tracking, which allows the depth camera to see objects as close as 40cm to the camera (instead of the default 80cm).\n\n\n\t\t\n flipskelu - Flips the u-axis for skeleton channels, helpful when using a mirror image from the camera.\n\n\n\t\t\n flipfaceu - Flips the u-axis for face channels, helpful when using a mirror image from the camera.\n\n\n\n\n\n jointsmoothing - Activates Kinect's smoothing algorithm for joint tracking and enables the smoothing parameters below.\n\n\n\t\t\n smoothing - Increasing the smoothing parameter value leads to more highly-smoothed skeleton position values being returned. It is the nature of smoothing that, as the smoothing value is increased, responsiveness to the raw data decreases. Thus, increased smoothing leads to increased latency in the returned skeleton values. Values must be in the range 0 through 1.0. Passing 0 causes the raw data to be returned.\n\n\n\t\t\n correction - Lower values are slower to correct towards the raw data and appear smoother, while higher values will correct toward the raw data more quickly. Values must be in the range 0 through 1.0.\n\n\n\t\t\n prediction - The number of frames to predict into the future. Values must be greater than or equal to zero. Values greater than 0.5 will likely lead to overshooting when moving quickly. This effect can be damped by using small values of Max Deviation Radius.\n\n\n\t\t\n jitterrad - The radius in meters for jitter reduction. Any jitter beyond this radius is clamped to the radius.\n\n\n\t\t\n maxdevrad - The maximum radius in meters that filtered positions are allowed to deviate from raw data. Filtered values that would be more than this radius from the raw data are clamped at this distance, in the direction of the filtered value.\n\n\n\t\t\n rotationsmoothing - Activates Kinect's smoothing algorithm for rotations. As with joint smoothing above, higher levels of smoothing will introduce more latency.\n\n\n\n\n\n timeslice - Turning this on forces the channels to be \"Time Sliced\". A is the time between the last cook frame and the current cook frame.\n\n\n\n scope - To determine which channels get affected, some CHOPs use a string on the Common page.\n\n\n\n srselect - - Handle cases where multiple input CHOPs' sample rates are different. When Resampling occurs, the curves are interpolated according to the Interpolation Method Option, or \"Linear\" if the Interpolate Options are not available.\n\n first - Use rate of first input to resample others. max - Resample to the highest sample rate. min - Resample to the lowest sample rate. err - Doesn't accept conflicting sample rates.\n\n exportmethod - - This will determine how to connect the channel to the parameter. Refer to the Export article for more information.\n\n datindex - Uses the docked table and references the channel via the index of the channel in the . datname - Uses the docked table and references the channel via the name of the channel in the . autoname - The channel is the full destination of where to export to, such has geo1/transform1:tx.\n\n autoexportroot - This path points to the root node where all of the paths that exporting by Channel Name is : are relative to.\n\n\n\n exporttable - The used to hold the export information when using the Table Methods (See above).\n\n\n\n\n\nExtra Information for the Kinect can be accessed via an Info CHOP.\n\n\n\n - Start of the interval in samples. - Number of samples in the . - The samplerate of the channels in frames per second. - Number of channels in the . - 1 if is enabled, 0 otherwise. - A count of how often the export connections have been updated.\n - Number of times the operator has cooked since the process started. - Duration of the last cook in milliseconds. - Frame number when this operator was last cooked relative to the component timeline. - Frame number when this operator was last cooked relative to the absolute time. - Time in milliseconds at which the operator started cooking in the frame it was cooked. - Time in milliseconds at which the operator finished cooking in the frame it was cooked. - 1 if operator was cooked this frame. - Number of warnings in this operator if any. - Number of errors in this operator if any.\nTouchDesigner Build: Latest\\nwikieditorwikieditorwikieditor2021.100002018.28070before 2018.28070\nCHOPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn Operator Family which operate on Channels (a sequence of numbers (Samples)) which are used for animation, audio, mathematics, simulation, logic, UI construction, and data streamed from/to devices and protocols.\n\n\n\nA Time Slice is the time from the last cook frame to the current cook frame. In CHOPs it is the set of short channels that contain the CHOP channels' samples between the last and the current cook frame.\n\n\n\nA parameter in most CHOPs that restricts which channels of that CHOP will be affected. Normally all channels of a CHOP are affected by the operator. TOPs have Channel Mask, a similar feature.\n\n\n\nsamples-per-second of a CHOP. Each CHOP in your network has a sample rate. In contrast, the overall timeline has a Frame Rate, which is the number of frames to cook and display per second, generally your monitor display frequency, default 60.\n\n\n\nExporting is the connection of CHOP channels to parameters of operators. The output of each exporting CHOP is one or more channels, active only while the CHOP Viewer is on. The current value of a channel can be exported to a parameter of any operator, overriding that parameter's value. See Parameter.\n\n\n\nAn Operator Family that manipulates text strings: multi-line text or tables. Multi-line text is often a python Script or GLSL Shader, but can be any multi-line text. Tables are rows and columns of cells, each containing a text string.\n\n\n\nThe location of an operator within the TouchDesigner environment, for example, /geo1/circle1, a node called circle1 in a component called geo1. The path / is called Root. This path is displayed at the top of every Pane, showing which Component's network you are currently in. To refer instead to a filesystem folder, directory, disk file or http: address, see Folder.\n\n\n\nEvery operator in TouchDesigner has a set of control Parameters that can be integer or floating point numbers, menus, binary toggles, text strings or operator paths, which determine the output of the operator.\n\n\n\nTouchDesigner is a hierarchy of components. \"root\" is the top-most network in the hierarchy. The Network Path or Path for root is simply /. 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"description": "NOTE\n\nOS: This operator is only supported under the Microsoft Windows operating system.Hardware: This only supports the Kinect for Windows hardware and the Kinect 2, not Kinect for Xbox hardware.\n\n\n\nThe Kinect reads positional and skeletal tracking data from the Kinect and Kinect2 sensors. Up to 6 people's full skeletons can be tracked (2 on the original Kinect), and the center position of an addition 4 people in the camera view is tracked as well. Multiple Kinect devices can be used by using multiple Kinect CHOPs and changing the Camera parameter.\t\t\nIt also supports face tracking.\nTo use a Kinect 2 device you need to install the Kinect 2 SDK or runtime from here. \t\t\t\nTo use the original Kinect 1 you will need to install the Kinect Runtime 1.8 for builds greater than 12000, or Kinect Runtime 1.7 for builds below 12000.\t\t\t\nMultiple Kinects: The Kinect 2 SDK does not allow for multiple kinects to be used on one system at a time. There is no way to connect to different devices through the SDK. The Kinect 1 can do this, but not the 2.\nSee also Kinect TOP, Kinect and Kinect1.\nkinectCHOP_Class\n\nContents\n \n \n \n \n \n \n \n\n\n\n\n\n active - When 'On' data is captured from the Kinect sensor.\n\n\n\t\t\n hwversion - - Choose between Kinect v1 or Kinect v2 sensors.\n\n version1 - version2 -\n\t\t\n sensor - Selects which Kinect sensor to use. Only available when using Kinect v1.\n\n\n\t\t\n skeleton - - Selects options for skeletal tracking.\n\n full - Track full skeleton. seated - Track seated skeleton. off - Do not track skeleton.\n\t\t\n maxplayers - Limits how many players to track.\n\n\n\t\t\n interactions - Enables interactions, which returns interaction data such as \"grip\" and \"press\". The additional channels output are prefixed with p[1-2]/hand_l_* and p[1-2]/hand_r_*.<\t\nFor the x and y values of the interaction hand, 0.0 corresponds to left edge of interaction region and 1.0 corresponds to right edge of interaction region, but values could be outside of this range.\nFor the z value of the interaction hand, 0.0 means that hand is close to shoulder and 1.0 represents a fully extended arm, but values could be outside of this range.NOTE: Interaction mode requires a depth resolution of 640x480. As such, a Kinect TOP displaying a depth image for the same sensor will output an image with a resolution of 640x480 and the Near Depth Mode setting will be set in the Kinect .\t\t\t\nFor guidelines in creating applications with Kinect Interaction, download the Kinect for Windows Human Interface Guidelines.\n\n\n\t\t\n relbonerotations - Returns rx, ry, and rz relative rotation channels for each bone. The rotation is relative to the previous joint.\n\n\n\t\t\n absbonerotations - Returns rx, ry, and rz absolute rotation channels for each bone.\n\n\n\t\t\n bonelengths - Returns the length for each bone.\n\n\n\t\t\n unrollbones - Return the rx, ry, and rz values in a form that includes no discontinuities (or wrap arounds), so that they can be safely blended, filtered, lagged etc. For example, a rotation value running from 0 to 360 continuously, unrolled would start at 0 and increase in value indefinitely.\n\n\n\t\t\n worldspace - Returns the tracked positions in world space coordinates. For each tracked point, a tx, ty, tz triplet of channels will be output.\n\n\n\t\t\n colorspace - Returns the tracked positions in image space coordinates relative to the color camera. For each tracked point, a u, v, tz triplet of channels will be output. Note this is only available on Kinectv2.\n\n\n\t\t\n depthspace - Returns the tracked positions in image space coordinates relative to the depth camera. For each tracked point, a depthu, depthv, tz triplet of channels will be output. Works on both Kinectv1 and Kinectv2.\n\n\n\t\t\n facetracking - Returns face tracking channels for detected faces.\n\n\n\t\t\n statuschans - A number of additional status channels are reported when this is turned on. A group of channels will report if a joint is currently being tracked, and another group of channels reports if part of the player is clipped outside the bounds of the Kinect sensor. The additional channels output are suffixed with tracked or clipped.\n\n\n\t\t\n neardepthmode - Enables near mode for skeleton tracking, which allows the depth camera to see objects as close as 40cm to the camera (instead of the default 80cm).\n\n\n\t\t\n flipskelu - Flips the u-axis for skeleton channels, helpful when using a mirror image from the camera.\n\n\n\t\t\n flipfaceu - Flips the u-axis for face channels, helpful when using a mirror image from the camera.\n\n\n\n\n\n jointsmoothing - Activates Kinect's smoothing algorithm for joint tracking and enables the smoothing parameters below.\n\n\n\t\t\n smoothing - Increasing the smoothing parameter value leads to more highly-smoothed skeleton position values being returned. It is the nature of smoothing that, as the smoothing value is increased, responsiveness to the raw data decreases. Thus, increased smoothing leads to increased latency in the returned skeleton values. Values must be in the range 0 through 1.0. Passing 0 causes the raw data to be returned.\n\n\n\t\t\n correction - Lower values are slower to correct towards the raw data and appear smoother, while higher values will correct toward the raw data more quickly. Values must be in the range 0 through 1.0.\n\n\n\t\t\n prediction - The number of frames to predict into the future. Values must be greater than or equal to zero. Values greater than 0.5 will likely lead to overshooting when moving quickly. This effect can be damped by using small values of Max Deviation Radius.\n\n\n\t\t\n jitterrad - The radius in meters for jitter reduction. Any jitter beyond this radius is clamped to the radius.\n\n\n\t\t\n maxdevrad - The maximum radius in meters that filtered positions are allowed to deviate from raw data. Filtered values that would be more than this radius from the raw data are clamped at this distance, in the direction of the filtered value.\n\n\n\t\t\n rotationsmoothing - Activates Kinect's smoothing algorithm for rotations. As with joint smoothing above, higher levels of smoothing will introduce more latency.\n\n\n\n\n\n timeslice - Turning this on forces the channels to be \"Time Sliced\". A is the time between the last cook frame and the current cook frame.\n\n\n\n scope - To determine which channels get affected, some CHOPs use a string on the Common page.\n\n\n\n srselect - - Handle cases where multiple input CHOPs' sample rates are different. When Resampling occurs, the curves are interpolated according to the Interpolation Method Option, or \"Linear\" if the Interpolate Options are not available.\n\n first - Use rate of first input to resample others. max - Resample to the highest sample rate. min - Resample to the lowest sample rate. err - Doesn't accept conflicting sample rates.\n\n exportmethod - - This will determine how to connect the channel to the parameter. Refer to the Export article for more information.\n\n datindex - Uses the docked table and references the channel via the index of the channel in the . datname - Uses the docked table and references the channel via the name of the channel in the . autoname - The channel is the full destination of where to export to, such has geo1/transform1:tx.\n\n autoexportroot - This path points to the root node where all of the paths that exporting by Channel Name is : are relative to.\n\n\n\n exporttable - The used to hold the export information when using the Table Methods (See above).\n\n\n\n\n\nExtra Information for the Kinect can be accessed via an Info CHOP.\n\n\n\n - Start of the interval in samples. - Number of samples in the . - The samplerate of the channels in frames per second. - Number of channels in the . - 1 if is enabled, 0 otherwise. - A count of how often the export connections have been updated.\n - Number of times the operator has cooked since the process started. - Duration of the last cook in milliseconds. - Frame number when this operator was last cooked relative to the component timeline. - Frame number when this operator was last cooked relative to the absolute time. - Time in milliseconds at which the operator started cooking in the frame it was cooked. - Time in milliseconds at which the operator finished cooking in the frame it was cooked. - 1 if operator was cooked this frame. - Number of warnings in this operator if any. - Number of errors in this operator if any.\nTouchDesigner Build: Latest\\nwikieditorwikieditorwikieditor2021.100002018.28070before 2018.28070\nCHOPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn Operator Family which operate on Channels (a sequence of numbers (Samples)) which are used for animation, audio, mathematics, simulation, logic, UI construction, and data streamed from/to devices and protocols.\n\n\n\nA Time Slice is the time from the last cook frame to the current cook frame. In CHOPs it is the set of short channels that contain the CHOP channels' samples between the last and the current cook frame.\n\n\n\nA parameter in most CHOPs that restricts which channels of that CHOP will be affected. Normally all channels of a CHOP are affected by the operator. TOPs have Channel Mask, a similar feature.\n\n\n\nsamples-per-second of a CHOP. Each CHOP in your network has a sample rate. In contrast, the overall timeline has a Frame Rate, which is the number of frames to cook and display per second, generally your monitor display frequency, default 60.\n\n\n\nExporting is the connection of CHOP channels to parameters of operators. The output of each exporting CHOP is one or more channels, active only while the CHOP Viewer is on. The current value of a channel can be exported to a parameter of any operator, overriding that parameter's value. See Parameter.\n\n\n\nAn Operator Family that manipulates text strings: multi-line text or tables. Multi-line text is often a python Script or GLSL Shader, but can be any multi-line text. Tables are rows and columns of cells, each containing a text string.\n\n\n\nThe location of an operator within the TouchDesigner environment, for example, /geo1/circle1, a node called circle1 in a component called geo1. The path / is called Root. This path is displayed at the top of every Pane, showing which Component's network you are currently in. To refer instead to a filesystem folder, directory, disk file or http: address, see Folder.\n\n\n\nEvery operator in TouchDesigner has a set of control Parameters that can be integer or floating point numbers, menus, binary toggles, text strings or operator paths, which determine the output of the operator.\n\n\n\nTouchDesigner is a hierarchy of components. \"root\" is the top-most network in the hierarchy. The Network Path or Path for root is simply /. A typical path is /project1/moviein1.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Kinect_CHOP&oldid=28617\"",
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"description": "interactions - Enables interactions, which returns interaction data such as \"grip\" and \"press\". The additional channels output are prefixed with p[1-2]/hand_l_* and p[1-2]/hand_r_*.<\t\nFor the x and y values of the interaction hand, 0.0 corresponds to left edge of interaction region and 1.0 corresponds to right edge of interaction region, but values could be outside of this range.\nFor the z value of the interaction hand, 0.0 means that hand is close to shoulder and 1.0 represents a fully extended arm, but values could be outside of this range.NOTE: Interaction mode requires a depth resolution of 640x480. As such, a Kinect TOP displaying a depth image for the same sensor will output an image with a resolution of 640x480 and the Near Depth Mode setting will be set in the Kinect .\t\t\t\nFor guidelines in creating applications with Kinect Interaction, download the Kinect for Windows Human Interface Guidelines.",
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"name": "Color Space Positions",
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"description": "colorspace - Returns the tracked positions in image space coordinates relative to the color camera. For each tracked point, a u, v, tz triplet of channels will be output. Note this is only available on Kinectv2.",
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"description": "depthspace - Returns the tracked positions in image space coordinates relative to the depth camera. For each tracked point, a depthu, depthv, tz triplet of channels will be output. Works on both Kinectv1 and Kinectv2.",
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"description": "facetracking - Returns face tracking channels for detected faces.",
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"name": "Status Channels",
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"description": "statuschans - A number of additional status channels are reported when this is turned on. A group of channels will report if a joint is currently being tracked, and another group of channels reports if part of the player is clipped outside the bounds of the Kinect sensor. The additional channels output are suffixed with tracked or clipped.",
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"name": "Near Depth Mode",
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"description": "neardepthmode - Enables near mode for skeleton tracking, which allows the depth camera to see objects as close as 40cm to the camera (instead of the default 80cm).",
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"name": "Flip Skeleton U Direction",
"label": "Flip Skeleton U Direction",
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"description": "flipskelu - Flips the u-axis for skeleton channels, helpful when using a mirror image from the camera.",
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"name": "Flip Face U Direction",
"label": "Flip Face U Direction",
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"description": "flipfaceu - Flips the u-axis for face channels, helpful when using a mirror image from the camera.",
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"name": "Joint Smoothing",
"label": "Joint Smoothing",
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"description": "jointsmoothing - Activates Kinect's smoothing algorithm for joint tracking and enables the smoothing parameters below.",
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"description": "smoothing - Increasing the smoothing parameter value leads to more highly-smoothed skeleton position values being returned. It is the nature of smoothing that, as the smoothing value is increased, responsiveness to the raw data decreases. Thus, increased smoothing leads to increased latency in the returned skeleton values. Values must be in the range 0 through 1.0. Passing 0 causes the raw data to be returned.",
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"id": null,
"name": "Correction",
"label": "Correction",
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"description": "correction - Lower values are slower to correct towards the raw data and appear smoother, while higher values will correct toward the raw data more quickly. Values must be in the range 0 through 1.0.",
"tooltip": "",
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"isReadOnly": false,
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"name": "Prediction",
"label": "Prediction",
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"description": "prediction - The number of frames to predict into the future. Values must be greater than or equal to zero. Values greater than 0.5 will likely lead to overshooting when moving quickly. This effect can be damped by using small values of Max Deviation Radius.",
"tooltip": "",
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"id": null,
"name": "Jitter Radius",
"label": "Jitter Radius",
"group": "General",
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"type": "float",
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"description": "jitterrad - The radius in meters for jitter reduction. Any jitter beyond this radius is clamped to the radius.",
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"id": null,
"name": "Max Deviation Radius",
"label": "Max Deviation Radius",
"group": "General",
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"description": "maxdevrad - The maximum radius in meters that filtered positions are allowed to deviate from raw data. Filtered values that would be more than this radius from the raw data are clamped at this distance, in the direction of the filtered value.",
"tooltip": "",
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"id": null,
"name": "Rotation Smoothing",
"label": "Rotation Smoothing",
"group": "General",
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"description": "rotationsmoothing - Activates Kinect's smoothing algorithm for rotations. As with joint smoothing above, higher levels of smoothing will introduce more latency.",
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"id": null,
"name": "Time Slice",
"label": "Time Slice",
"group": "General",
"page": "",
"type": "float",
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"description": "timeslice - Turning this on forces the channels to be \"Time Sliced\". A is the time between the last cook frame and the current cook frame.",
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"id": null,
"name": "Scope",
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"description": "scope - To determine which channels get affected, some CHOPs use a string on the Common page.",
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"description": "srselect - - Handle cases where multiple input CHOPs' sample rates are different. When Resampling occurs, the curves are interpolated according to the Interpolation Method Option, or \"Linear\" if the Interpolate Options are not available.\n\n first - Use rate of first input to resample others. max - Resample to the highest sample rate. min - Resample to the lowest sample rate. err - Doesn't accept conflicting sample rates.",
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"description": "first - Use rate of first input to resample others. max - Resample to the highest sample rate. min - Resample to the lowest sample rate. err - Doesn't accept conflicting sample rates.",
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"id": null,
"name": "Export Method",
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"description": "exportmethod - - This will determine how to connect the channel to the parameter. Refer to the Export article for more information.\n\n datindex - Uses the docked table and references the channel via the index of the channel in the . datname - Uses the docked table and references the channel via the name of the channel in the . autoname - The channel is the full destination of where to export to, such has geo1/transform1:tx.",
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"name": "DAT Table by Index",
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"description": "datindex - Uses the docked table and references the channel via the index of the channel in the . datname - Uses the docked table and references the channel via the name of the channel in the . autoname - The channel is the full destination of where to export to, such has geo1/transform1:tx.",
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{
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