Touchdesigner build: 2023.12230, Windows 11 Pro
Situation:
When using multiple Orbbecs over network via Orbbec TOP and attaching BodyTrackCHOP. TD crashes.
TouchDesignerCrash.2023.12230_5.dmp (819.1 KB)
Touchdesigner build: 2023.12230, Windows 11 Pro
Situation:
When using multiple Orbbecs over network via Orbbec TOP and attaching BodyTrackCHOP. TD crashes.
TouchDesignerCrash.2023.12230_5.dmp (819.1 KB)
The crash is inside Nvidia’s Body Tracking library, so I don’t think it has anything to do with the Orbbec cameras specifically.
There have been increasing reports recently of instability with the Nvidia body tracking system and unfortunately we’re unclear what the cause might be. It’s possible it’s just because the system is over 2 years old now and there have been changes in the drivers that are affecting things.
We’ve been told Nvidia finally has an update coming, but they also may be altering the licensing for the libraries so we’re not sure if / when we might be able use them.
Sorry I don’t have a better answer for you. Have you tried using the Kinect Azure body tracking with the Orbbec cameras? Or the Mediapipe plugin: GitHub - torinmb/mediapipe-touchdesigner: GPU Accelerated MediaPipe Plugin for TouchDesigner
I agree that it’s not about kinects specifically.
The Bodytrack AR SDK is 0.8.2, that’s inside Touchdesigner, although the recent available on Nvidia site is 0.8.7. I’ve tried replace .dll’s but it didn’t work obviously.
System is brand new, I just had to roll back Nvidia drivers because most recent ones caused TD to crash on start.
I’ve also tried running native kinect bodytracking but it’s even more unstable and taking really long time to load
If you are trying to track skeletons from multiple cameras, I have found that using Layout TOP to put all camera feeds next to eachother, and then turn on “People Tracking” (and set the max to 2 in my case) for a single Body Track CHOP lets me get multiple skeletons out of a single Body Track CHOP. They show up as body1/whatever
and body2/whatever
etc. In my case I am using multiple camera angles of the same person to try to get a more accurate skeleton, but this might apply to your use case as well.
Point is it’s all working with a single BodyTrack CHOP. This doesn’t help with like a Body Track + Face Track setup, but I also have some OakD cameras running stuff on their internal processors to get hand tracking as well (though I had to use the slightly newer build of TD mentioned in the other forum thread about depthai)