how to use the skeleton data from kinect sdk for our charactor in unity

now i want to use kinect sdk instand openni to get the real time skeleton data ,
the problem is : i dont know how to control the bone of the skeleton .
the data of the skeleton of the kinect will be send by udp ,

i search many forum ,but much using openni ,no sdk’s sample.
when i see the video about the kinect sdk , so cool technique .

any help ?

You most likely will need a program like max character studio and import the mocap from there and then export an FBX. I can’t imagine using raw mocap data anyway so cleanup would be necessary which CS would help you do.

when i see the openni ,some one use kinect openni to control the charactor in unity on realtime ,
so there should be some way to control the skeleton on realtime.

these days i find that some one can use kinect to do facial detect .
the mesh will track human’s face and eyes on realtime .
and so can the body and hands,

that is cool ,

but now i even don’t know how to move the bones correctly using kinect sdk’data on realtime;

Just curious, why are you going with the microsoft sdk instead of OpenNI ?
I started with kinect last week and had skeletal animation demo of Noisecrime’s framework working the same day.

you can use this library to bind the Kinect SDK skeleton into OpenNI and the just use the OpenNI unity wrapper.

http://www.assembla.com/code/kinect-mssdk-openni-bridge/git/nodes?rev=primesense-compatibility

join this google group to ask for help:
http://groups.google.com/group/unitykinect

thanks ,i will try thess first

Hi
If I’m not wrong I’m trying to do something like that… And I’m wondering if you have solved that using only Kinect SDK
I’m trying to move my 3D model in XNA + Kinect SDK, but I don’t know what do I have to match with the Kinect Data…
What I’m doing is trying to move the bones, but I don’t know if it is correct, in some hacks that I’ve seen use a variable like skeleton s;
but I don’t know what I have to use in Kinect SDK… some help plis!