Nuitrack AI in Unity and Unreal is jittery. Seeking how to improve quality through software and environment

Hello @Stepan.Reuk,
Thanks for the fast reply.

Which sensor do you use?

We are using an Azure Kinect DK Model 1880.

And please send screenshot with depth from Program Files\Nuitrack\nuitrack\nuitrack\bin\nuitrack_sample.exe

Here is a link to a gif of me running the nuitrack_sample.exe. Still having some jittering there as well.

Direct mapping is very sensitive to joint stability. Indirect mapping is probably better for you. You can test different types of mapping on the AllModulesScene stage

After testing the AllModulesScene I had some success over the tutorials also provided in the SDK, I wasn’t anticipating a difference in scripts in the demos at all, much less such a quality difference in scripts between The All Modules Scene approach to indirect mapping vs. the Tutorials/AvatarAnimation/ScenesRiggedModel scene approach to animating a skeleton. I think I might end up editing it to lerp joints to the position rather than write them immediately to keep removing jitter.

No. It’s works. Or you can enable ai in this component

So there is an additional step beyond the forum post you need to do. This might be useful to put in the Unity/Unreal Setup docs. Speaking of…

What is the process for setting up indirect mapping of data onto a skeleton mesh in unreal? I saw that the documentation for unreal not as expansive as the Unity Document. Is there an easy way to get Unreal to read a skeleton and have the quality improvements we mentioned?