You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Hi Manolis,
I have some questions regarding the skeleton format. I am trying to build a skeleton viewer where the input is the joints' orientation angles and the output is the skeleton in 3D space. So can you please point me to the relevant segments of the code, and also can you elaborate on these questions:
What is the kinematic tree used? can you point to that as well.
For each joint, is the given orientation angle relative to the parent or is it with respect to a fixed reference frame.
How was the orientation angles computed in the first place?
Are you following the right hand rule>?is the positive Z axes up or down?
The text was updated successfully, but these errors were encountered:
The original orientations are part of the skeletal tracking data in the Kinect SDK.
The positive Z axis is up for the world space describing the scenes -- but note that the joint orientation is specified differently (refer to above link)
Hi Manolis,
I have some questions regarding the skeleton format. I am trying to build a skeleton viewer where the input is the joints' orientation angles and the output is the skeleton in 3D space. So can you please point me to the relevant segments of the code, and also can you elaborate on these questions:
The text was updated successfully, but these errors were encountered: