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Question by lbrtrzgrc · Sep 28, 2018 at 07:43 AM · scripting problemkinectavatar

My avatar doesn't follow correctly my movements with Kinect quaternions

Hi,

I am doing a project which consists on animating an avatar in real-time through the Kinect V2. However, it doesn't follow my movements as desired.

First, I acces the Kinect body joints orientations like the example below:

 var orientation1 = Body.JointOrientations[JointType.Head].Orientation;

Then I want to apply them to my avatar and I use on the Update function:

  public Transform[] articulacions;
 UnityEngine.Quaternion or1_unity;
 
  // NECK
                 or1_unity.x = orientation1.X;
                 or1_unity.y = orientation1.Y;
                 or1_unity.z = orientation1.Z;
                 or1_unity.w = orientation1.W;
                 articulacions[0].rotation = or1_unity;


Being "articulacions" a function of transform of the Joint GameObjects of the avatar and rotation, I think, allows be to work with global coords.

At this point, I don't know why it doesn't move like me and it seems quite more than a simple coordinate system problem. Maybe It doesn't work with global coords or I am doing something wrong

Thanks in advance!

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