My xbox 360 kinect works perfectly but it doesn't on N I Mate

I’m really confused, i was following a tutorial exactly, and everything worked perfectly, apart from NI Mate. I went onto it and have no option for kinect for windows, and even after reading many forums, nothing has helped. every program on kinect for windows sdk and even studio works. however on NI Mate, nothing happens. Also, i looked in my device manager and i can find all the kinect for windows sub drivers, but somehow, i cant find the motor, and im not even sure if im looking in the right place, however i have had no issues, and i doubt that that has anything to do with this. I would really appreciate answers asap as i need this for a project, and no one else seems to be having problems. I’ll paste the whole log below, if that helps at all, i tried multiple users so that’s why it’s so long, please help! thanks to anyone who can suggest anything!
kinect sdk type: 1.8

Regards,
Armandas

15:43:25: Qt WebEngine ICU data not found at D:/Qt57/5.7/msvc2013_64/resources. Trying parent directory…
15:43:25: Qt WebEngine ICU data not found at D:/Qt57/5.7/msvc2013_64. Trying application directory…
15:43:25: Installed Qt WebEngine locales directory not found at location D:/Qt57/5.7/msvc2013_64/translations\qtwebengine_locales. Trying application directory…
15:43:25: Qt WebEngine resources not found at D:/Qt57/5.7/msvc2013_64/resources. Trying parent directory…
15:43:25: Qt WebEngine resources not found at D:/Qt57/5.7/msvc2013_64. Trying application directory…
15:43:25: device status is 10
15:43:25: family 1
15:43:28: device status is 10
15:43:28: family 1
15:47:37: Spout server 2.1 initialized in DX11 mode.
15:47:37: QOpenGLWidget: Already initialized, setting the format has no effect
15:47:37: Spout server 2.2 initialized in DX11 mode.
15:47:39: New user 1
15:48:18: User 1 lost
15:48:18: New user 1
15:50:52: Spout server 3.1 initialized in DX11 mode.
15:50:52: QOpenGLWidget: Already initialized, setting the format has no effect
15:50:52: Spout server 3.2 initialized in DX11 mode.
15:50:55: New user 1
15:51:09: User 1 lost
15:51:09: New user 1
15:53:15: Spout server 4.1 initialized in DX11 mode.
15:53:15: QOpenGLWidget: Already initialized, setting the format has no effect
15:53:15: Spout server 4.2 initialized in DX11 mode.
15:53:16: New user 1
15:53:59: Spout server 5.1 initialized in DX11 mode.
15:53:59: QOpenGLWidget: Already initialized, setting the format has no effect
15:53:59: Spout server 5.2 initialized in DX11 mode.
15:56:15: Spout server 6.1 initialized in DX11 mode.
15:56:15: QOpenGLWidget: Already initialized, setting the format has no effect
15:56:15: Spout server 6.2 initialized in DX11 mode.
15:57:42: Spout server 7.1 initialized in DX11 mode.
15:57:42: QOpenGLWidget: Already initialized, setting the format has no effect
15:57:43: Spout server 7.2 initialized in DX11 mode.
15:57:45: New user 1
15:58:19: User 1 lost
15:58:19: New user 1
15:58:40: Spout server 8.1 initialized in DX11 mode.
15:58:40: QOpenGLWidget: Already initialized, setting the format has no effect
15:58:40: Spout server 8.2 initialized in DX11 mode.
15:58:44: New user 1
16:01:16: Spout server 9.1 initialized in DX11 mode.
16:01:17: QOpenGLWidget: Already initialized, setting the format has no effect
16:01:17: Spout server 9.2 initialized in DX11 mode.
16:01:20: New user 1
16:09:36: Spout server 10.1 initialized in DX11 mode.
16:09:36: Spout server 10.2 initialized in DX11 mode.
16:09:36: QOpenGLWidget: Already initialized, setting the format has no effect



NI mate does not use the same driver as Kinect Studio and you will need to install the unsigned SensorKinect driver bundled with the NI mate installer. This driver requires some extra steps as Windows prevents installing unsigned drivers by default. You can find instructions for the driver installation here: Why doesn't my Kinect for Xbox 360 work?

But to sum up:

  • Press “Win+R” to open up the run prompt and enter “shutdown.exe /r /o”.
  • Press “OK” to restart to the “Choose an option” screen.
  • Select “Troubleshoot” (icon with tools).
  • Select “Advanced options” (Icon with checkmarks).
  • Select “Windows Startup Settings” (Icon with gearwheel).
  • Press “Restart” to restart the computer to the “Advanced Boot Options” screen.
  • Select “Disable Driver Signature Enforcement”.
  • Once the computer starts, install NI mate and make sure to select the OpenNI1 / Kinect for XBox 360 driver.
  • Once the NI mate installation is complete plug the Kinect in and start NI mate.

oh no. ive got another problem. the shutdown thing doesnt work, a menu pops up for a split second and closes and i cant do anything, there must be another way to get there right? could you please tell me if there is? thank you.

Which version of Windows are you using?

What about if you do this:

  • Open Start menu -> Settings
  • Update & Security
  • Recovery
  • Advanced Startup
  • Troubleshoot
  • Advanced Options
  • Startup Settings
  • Restart
  • The advanced menu should now appear

im on windows 7, so we dont have a settings on the start menu… i tried to find everything in control panel but it wasnt possible lol. maybe theres another method for w7 users?

Windows 7 doesn’t have driver signature enforcements to my knowledge, so the steps aren’t necessary. Could you check if the model number on your Kinect is 1414, 1473 or 1517? It’s printed in the bottom.

Could you try opening the device manager and change the used driver for Kinect for Windows Camera / Device? Go into the “Select from list” menu and choose the driver which warns about it being unsigned. It’s possible the Kinect Studio driver is being used for your Kinect.

A post was merged into an existing topic: When is tutorial for 2.12 coming out Nimate mocap to blender

Hi there, hope everything is cool!!
i have a similar problem, with nimate2.14 im trying in high sierra macbook pro mid 2012 (no retina) i5 16gb, and nimate works, it finds the kinect and even i can get the skeleton, but nimate and the kinect looses connection, the kinect restarts at any time, but when i use processing3 and the openkinectforprocessing library my kinect(1414) just works perfectly, its always on. i tried as well nimate2.14 in a macbook white 2009 el capitan core2duo 4gb, and the software wont open, but if i use nimate 2.09 it opens but cant “start sensor” ( kinect)

Thanks a lot for any help!!!..

And A Happy New Tear!!! :slight_smile:

Could you check what the log window has to say?

Thanks for the quick reply :slight_smile: The control interface says “Sensor Error” and then IR resests, the green LED still blinking as usual and the log says… Here you go…

10:02:31: Starting input 1: Kinect for Xbox

10:02:32: Input 1: Creating QApplication

10:02:33: Input 1: Using shared memory for data

10:02:33: Input 1: Feed transmission is enabled

10:02:33: Input 1: OpenNI sensor

10:02:33: Input 1: initting websockets

10:02:33: Input 1: connecting straight to: localhost:22223

10:02:33: Input 1: websocket connectingstate

10:02:33: Input 1: No websocket available yet, so sending message at a later time

10:02:33: Input 1: waiting for response

10:02:34: Input 1: websocket connectedstate

10:02:35: Input 1: Starting live sensor: PrimeSense SensorKinect

10:02:42: Input 1: Using GPU (Syphon) for shared textures.

10:02:42: Input 1: Created Z memory for sensor 1 6f2485a0-fd24-11e1-a21f-0800200c9a66

10:02:42: Input 1: Set Z memory uuid for sensor 1 f570beb8-483b-48f5-a6da-8c7955575097

10:02:42: Input 1: Startup succesful

10:03:00: New user 1

10:03:04: User 1 lost

10:03:04: New user 1

10:03:05: User 1 lost

10:03:05: New user 1

10:03:56: User 1 lost

10:04:00: New user 1

10:04:53: User 1 lost

10:04:54: New user 1

10:04:55: User 1 lost

10:04:59: New user 1

10:05:29: Input 1: Error with updating sensor data.

10:05:29: Input 1: Sensor update failed. This could be a USB bandwidth problem, or the device may have disconnected.

10:05:29: Input 1: closing websocket

10:05:29: Input 1: websocket closingstate

10:05:29: Input 1: websocket unconnectedstate

10:05:29: Input 1: client closed

10:05:29: Input 1: shutting down sensor

10:05:30: Input 1 quit normally.

10:05:35: Starting input 1: Kinect for Xbox

10:05:36: Input 1: Creating QApplication

10:05:37: Input 1: Using shared memory for data

10:05:37: Input 1: Feed transmission is enabled

10:05:37: Input 1: OpenNI sensor

10:05:37: Input 1: initting websockets

10:05:37: Input 1: connecting straight to: localhost:22223

10:05:37: Input 1: websocket connectingstate

10:05:37: Input 1: No websocket available yet, so sending message at a later time

10:05:37: Input 1: waiting for response

10:05:37: Input 1: websocket connectedstate

10:05:37: Input 1: Starting live sensor: PrimeSense SensorKinect

10:05:44: Input 1: Using GPU (Syphon) for shared textures.

10:05:44: Input 1: Created Z memory for sensor 1 6f2485a0-fd24-11e1-a21f-0800200c9a66

10:05:44: Input 1: Set Z memory uuid for sensor 1 f570beb8-483b-48f5-a6da-8c7955575097

10:05:44: Input 1: Startup succesful

10:05:44: User 1 lost

Thanks a lot for the help!!! :slight_smile:

This here is the error:

10:05:29: Input 1: Sensor update failed. This could be a USB bandwidth problem, or the device may have disconnected.

There are a number of problems that could cause this, but unfortunately most of them are something we really can’t influence that easily. The problems range from the SensorKinect driver to MacOS USB stack.

Some Kinects function better if you use them in a USB2 port, if those are available on your Mac.

Well, my MacBookPro (High Sierra) has USB3, so no i have no USB2 available, but i remember some years ago, that i didnt have this problem (same MacBookPro - Mavericks). And like i said, if i use OpenKinectForProcessing, i dont get this problem. Do you think you will fix this in a near future?

Thanks again :slight_smile:

i just tried out connecting the kinect thru a hub (usb2) and even though im still getting the same error, with this hub it stays much longer without disconnecting (usb bandwidth problem)… just reporting :wink:

OpenKinect (libfreenect) is a different driver to what NI mate uses (SensorKinect). We tried a test with libfreenect some years ago, but the results showed that users didn’t get much improved results with that.

With Macs the Kinect for XBox 360 sensor has had a really rocky road due to several changes in the MacOS USB device handling. Earlier versions had more luck with SensorKinect, and the more of these issues on Mac we see, the more I feel the switch to libfreenect would be preferable.