skinning - How to map kinect skeleton data to a model? -


i have set kinect device , written simple program reads stream qimage using openni 2.0. have set skeleton tracking nite 2.0, have access coordinates of 15 joints. have set simple scene using scenix. hand coordinates provided skeleton tracking beeing used draw 2 boxes represent hands.

i bind whole skeleton (rigged)model, , cant seem find tutorials. have idea how should proceed?

depending on requirements @ unity engine https://www.assetstore.unity3d.com/en/#!/content/10693

there plugin unreal 4 engine called kinect 4 unreal opaque multimedia

but if have write hand yourself, have done similar using opengl. used assimp http://assimp.sourceforge.net/ able load animated collada models , openni nite skeletal tracking. used rotation data nite skeleton , applied corresponding bones of rigged mesh, overwriting rotation values of animation. don't use positional data. strech bones , distort mesh. there many sources free 3d models, tf3dm.com . myself used custom rig models suitable code. might using blender , how rig model. remember nite skeleton has no joint pelvis, , nite joints don't inherit parents rotation, contrary bones in rigged model.

i hope helps have go on.


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