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Kinect v2 rigged model bones orientation
Hi guys,
I am using the Kinect V2 in Unity and it works pretty well. Sometimes, I get relative rotations that are not possible for a human body. For example, I get an orientation for the shoulder and the orientation on the elbow is sometimes completely twisted on the bone axis.
Right now, I am directly applying the orientation I get from the Kinect to each bone like that : MyBone.localRotation = myKinectRotation.
I was wondering if the rigging informations of the model apply in this case or if I need to do it with the Animator / IK ?
Thanks for any input on this.
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