Unity + OpenNI + Kinect + 2 hours = Rough Head Tracking

Hey everyone!

This is a simple example of head tracking in Unity using OpenNI and the Kinect. Calibration for position normalization was done extremely roughly, so it doesn’t correspond perfectly.

This one works just by changing the position of the camera while having it look at a very distant and invisible target.

Please note that all I did in this project was add head tracking. The soldier model, depth tracker node grabbing, skeleton binding, and scene were ALL done by the creators of the OpenNI Unity Wrapper. All I did was implement head tracking, which was relatively simple (roughly a day’s worth of work).

Check it out!

I plan to be implementing a version that modifies the project matrix soon, as we need it at work. I’ll update this post as I go.

Once it’s a little more mature and user friendly, I plan to release the source into the wild under the same terms OpenNI is licensed.

Questions, comments, and concerns are all welcome.

Goood work… Do you think share it? Or sell it?

Really Nice, I’m looking forward to the code.

I just didn’t get why you have to use the projection matrix. As the camera follows the head, the perspective should be right, or am I missing something?

Thanks to Amir I’ve created Island controlled by head and legs - when you lower your body you start walking.
Now I’m working on 360 video system. Chect out: http://vimeo.com/22802323

Forgive me - wrong link ( there was an issue on Vimeo ;[ ) http://www.youtube.com/watch?v=4XPkYbcNC_o&feature=related
Virtual Island…