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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 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.
Hi, How do you apply the kinect rotation? I am facing issues too, and there isn't much informations concerning the kinect V2.
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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