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Question by kenny_cj · Feb 12, 2015 at 08:29 PM · riggingkinectorientationbone

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 the bone like that : MyBone.localRotation = mKinectRotation.

So I was wondering if the rig data of the model would apply in this case or if I need to do it in a different way by using the Animator or IK for example.

Thanks for any input on this.

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avatar image Mreektarist · Apr 02, 2015 at 06:39 PM 0
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Hi, How do you apply the kinect rotation? I am facing issues too, and there isn't much informations concerning the kinect V2.

avatar image kenny_cj · Apr 02, 2015 at 06:56 PM 0
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If you are already familiar with the BodyFrame and Body class you can get the joints quaternions like that :

 myBody.JointOrientations[JointType.ElbowLeft];

And the important thing there is that ElbowLeft orientation will in fact represent the left shoulder orientation. In fact, all orientation represents the parent joint orientation. The best place I found to have $$anonymous$$inect informations is on $$anonymous$$icrosoft forum there :https://social.msdn.microsoft.com/Forums/en-US/home?forum=kinectv2sdk

Hope that helps

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