How to avoiding Occlusion in Humanoid Animation

Hi,I am new to unity3D. I trying to animating human avatar using kinect sensor. i can able to animate the avatar. But the hands and legs are not in stable it moves and goes inside the body area. it means i facing occlusion while animating. How to handle this? . please anybody help me to resolve this…32115-unityerror.png

Hmm, I don’t know anything about kinect, but if the avatar has a skeleton, then you could try giving each bone (or at least the ones giving you trouble) a little script that restricts it’s localRotation (actually, use localEulerAngles so you can just set the rotation limits as a Vector3). In the Update() function of the script, you just check if the local rotation is inside the minimal and maximal degree values. Something like this (not tested):

public Vector3 minRot;
public Vector3 maxRot;

void Update() {

     Vector3 newRot = transform.localEulerAngles;

     if(transform.localEulerAngles.x < minRot.x) {
         newRot.x = minRot.x;
     }
     if(transform.localEulerAngles.x > maxRot.x) {
         newRot.x = maxRot.x;
     }
     if(transform.localEulerAngles.y < minRot.y) {
         newRot.y = minRot.y;
     }
     if(transform.localEulerAngles.y > maxRot.y) {
           newRot.y = maxRot.y;
     }
     if(transform.localEulerAngles.z < minRot.z) {
           newRot.z = minRot.z;
     }
     if(transform.localEulerAngles.z < maxRot.z) {
           newRot.z = maxRot.z;
     }

     transform.localeulerAngles = newRot;
}

This could also be made even easier with Mathf.Clamp.

Hope this helps.