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Question by daniel-bergmann · Feb 17, 2013 at 12:50 PM · rotationjointskinect

How to map MS Kinect SDK Bone Rotation data to Unity rigged character?

So I want to use the Kinect in my game to rig a character, and at the moment I am streaming in the kinect data from an external C# application which accesses the Microsoft Kinect SDK. This all works fine. However to correctly move the character I want to rotate the joints instead of changing their position (I created the character in Maya using the joint tool and a smooth skin bind to a polygon mesh). Moving the joints creates the bad model stretching effect.

However I am not sure exactly how to do this. I see the Microsoft Kinect makes accessible joint position data as well as "Bone Orientation" data which I am attempting to use, however in unity my model is contorted badly.

Can I use the bone orientation data from the Kinect SDK? And if so how should I create the joints structure in my Maya model?

I am not using ZigFu as being a student I cannot afford to buy a ZigFu license (my game is a project for my university course). I have tried another free Kinect wrapper for unity however firstly it didn't make available 2 player data and it only provided the joint positions.

I can provide screenshots and code if it would be helpful, but my problem is that I don't understand exactly what the bone orientation data represents and how to apply it to a skeleton model I have created.

Thanks in advance!

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avatar image GerryM · Feb 17, 2013 at 01:36 PM 0
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I assume, you already did check out the $$anonymous$$S documentation on bone orientation?

avatar image joshko · Mar 28, 2014 at 09:55 AM 0
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I'm having the same problem. Has anyone figured it out?

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