Motion capture joint orientation (rotations)

Hi all, i 've an fbx human model with joints, now i would like to make it move using kineckt motion capture values,from kinect i have joints positions, and joints orientation (values are in between -1,1), i cant get how to apply these rotation vector3 from kinect to my model into unity, any suggestion ?

does anybody has ever faced that ?

Hmm. I’ll have a ponder on this and see if I can figure out a solution.

thank u indeed :smile:

Hey Hierro,

Sorry I’ve been immersed in Christmas busyness and haven’t had a chance to sit down with this. I saw that Skip Rizzo over at USC Institute for Creative Tech and his crew released the “Flexible Action and Articulated Skeleton Toolkit” for OpenNI integration and in the writeup I noticed this

  • "To stream over VRPN, we convert the orientations reported by OpenNI from rotation matrices to quaternions. As we have not yet rigorously tested this conversion for coordinate system correctness, we appreciate any reported bugs or feedback from the community.

Currently, FAAST streams the entire skeleton for the first calibrated user that is currently visible to the sensor. To calibrate, the user must hold a ‘Psi’ pose for several seconds until a stick figure appears, as shown in the image below. We are in the process of developing an interface to select multiple users and specific joints to stream over the server."

I haven’t had a chance to download this but perhaps looking under the hood might help you somewhat?

cheers,
-David.