» Microsoft Kinect 2.0 Tools
This site relies heavily on Javascript. You should enable it if you want the full experience. Learn more.

Microsoft Kinect 2.0 Tools

Credits: id144


Playback (Kinect2 Tools Microsoft)

Create playback of sensor stream using Kinect for Windows Tools, aplications using Kinect2 will receive content of this playback

  • Extract and save the frames from the XEF files containg Kinect stream recording, use StepOnce when real-time saving is not possible.
  • Prototype kinect interactions without the need to physically interact, prerecord the interaction session and replay it while developing
  • Experiment with Kinect without the device attached (get DX11 pack sources or compiled release from after 11 Jan 2017)
  • Workshop scenarios often do not allow everyone to have the device connected. Playback the recorded example session.

Record (Kinect2 Tools Microsoft) Alpha

Create recording of sensor stream using Kinect Tools.
Known issues:

  • While the recording is in progress, the node does not update it's outputs such as FileSize, Duration and BufferInUseSize.


Kinect 2.0 SDK or runtime, DX11 Pack (optional)

Kinect for Windows Runtime 2.0

Kinect for Windows SDK 2.0

DX11 Pack by @vux (compiled)

Kinect 2.0 node untethered (if your DX11 pack is released before 11 Jan 2017)

Link to the sample XEF file. 14 seconds, 2GB is in the help patch of the Playback node. Contains dancers Liam Francis and Stephen Quildan from Rambert Dance Company.

Source code:


Created by Andrej Boleslavský id144 as a research part of the project DUST
in artistic collaboration with Mária Júdová, creative producer Carmen Salas, funded by Arts Council England

For commercial use please contact me at info@id144.org


12.01.17 [03:27 UTC] by id144 | 2079 downloads
Kinect2 Tools

id144 12/01/2017 - 05:12

There is also an alternative version of the tools created by @ravazquez

catweasel 12/01/2017 - 13:58

Sounds awesome, i"ve had need of this before, I had a crazy workflow involving exporting to obj files from brekl, time and space consuming!

gegenlicht 25/01/2017 - 01:13

This is really great!

Few questions:

Regarding filesize and recording:
How long can you record a session without it being a problem to play without framefrops / loading issues?

  • simply because the filesize is pretty hefty. Would one minute or 2 up to 10 minutes be a lot?
  • Would it work well without an internal SSD drive - internal hdd? - or USB3 SSD for example?
  • Are there dropped frames? Ive been asked if this would work for audio Sync / Lip Sync.

asking because it seems like something i will end up using on a laptop :)

id144 25/01/2017 - 02:12

Hi @gegenlicht,

good questions, we are using this plugins over the course of last three months while creating our VR artwork Dust. http://vrdust.org.uk

We already recorded more than 3TB of xef files, converted into another 3TB of DDS :D. We used laptops with SSD too.

If you do have internal SSD, you should be able to record files without framedrops, there is buffering into ram. set the buffer size accordingly. 10 minutes could give you file that is around 100GB so make sure to have of SSD space ready.
Be aware I had a situations during the recording when SSD was writing the files with 20% of declared speed as a result, with 16GB RAM I was able to record for ~80seconds.

There is a limitation, Record node does not indicate the file size and buffer usage, but you can read those values indirectly with other tools (Taskmanager, FileExplorer) or nodes.

USB3 SSD could be an option as long as it sits on a different USB controller than Kinect. Kinect itself will consume significant part of the bandwidth.

There might be a framedrop, but Kinect studio plays the frames according to their timecode. If there is missing frame, Kinect nodes will not deliver new frame. This can become a problem when you store your recording as an indexed DDS sequence. So we store our sequences timecoded, not indexed to prevent desync with audio.

Playback is quite smooth, you may have large files, as long as you are able to read them realtime presumably from SSD, there are no framedrops (when are no framedrops in recording file itself). If you need to export or store the frames and you are not able to read and write realtime, use StepOnce pin of the Playback node.

neuston 14/02/2017 - 05:58

Thank you for this great tool. The player can read a saved xef file without problem, however, I found that the kinect hardware still have to be connected. It doesn't work without the device attached.

id144 17/02/2017 - 00:16

hi @neuston, thanks!

did you try with recent release of dx11? i hope this is not a " ¯\_(ツ)_/¯ it works on my machine " situation. :D

"vvvv-packs-dx11-1.0.1-x64.zip - 08.02.1712:23 UTC by vux"

anonymous user login


~12h ago

joreg: @utah sorry i meant this video, which explains how to find the Renderer node in newer vvvversions: https://youtu.be/xkrbT45BgOQ

~2d ago

~3d ago

utah: not able to find the "Renderer "

~6d ago

NoseBleedIndustries: Please, integration with this low cost mechanical display, so beautiful! https://www.vestaboard.com/

~6d ago

NoseBleedIndustries: Please, integration with this low cost mechanical display, so beautiful! https://www.vestaboard.com/

~10d ago

joreg: @mediadog they are here: workshop-videotracking-node10

~11d ago

mediadog: Hmmm slides for node10 video tracking cannot be found: workshop-videotracking-slides

~12d ago

joreg: @mediadog thanks for the pointer, links are updated

~12d ago

mediadog: Where are the 50beta42 offline instalers? The offline installers are still linked to 41, not 42.