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HomeHomeDigitalRune Sof...DigitalRune Sof...Game EngineGame EngineTransforming Kinect coordinates to Character Model?Transforming Kinect coordinates to Character Model?
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2/28/2012 9:07 AM
 
HelmutG
6th Level Poster

www.digitalrune.com
Joined: 10/15/2006
Posts: 565
Re: Transforming Kinect coordinates to Character Model? 
I think you need to create a new method to check whether a player is currently tracked by Kinect. Currently I don't remember how this is done using the Kinect SDK.
 
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2/29/2012 1:52 AM
 
digitalsummer07
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Joined: 2/13/2012
Posts: 21
Re: Transforming Kinect coordinates to Character Model? 

Hi,

Thanks again for the reply. Will try to have it applied in here. However, I'm still worried about the orientation of the elbows of my model. It seems that the elbows are facing reversely so even if I raise my arms side wards the model's like raising his hands at the back. 

Should I modify this code?

var armUpperLeft = skeleton.GetIndex("L_UpperArm");
      ragdoll.Bodies[armUpperLeft] = new RigidBody(new CapsuleShape(0.12f, 0.6f), massFrame, material);
      ragdoll.BodyOffsets[armUpperLeft] = new Pose(new Vector3F(0.2f, 0, 0), QuaternionF.CreateRotationZ(ConstantsF.PiOver2));

Thanks.

 
New Post
2/29/2012 9:46 AM
 
HelmutG
6th Level Poster

www.digitalrune.com
Joined: 10/15/2006
Posts: 565
Re: Transforming Kinect coordinates to Character Model? 
digitalsummer07 wrote:

Should I modify this code?

Maybe ;-). And/or maybe the code that creates the ragdoll limits.

Our CharacterAnimationSample contains some ragdoll samples that also visualize the ragdoll bodies and the ragdoll limits. Use these to check if the ragdoll is correctly set up for your model.

 
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3/2/2012 3:23 AM
 
digitalsummer07
No Ranking

Joined: 2/13/2012
Posts: 21
Re: Transforming Kinect coordinates to Character Model? 

Thanks for the reply.

Another concern though, how can I rotate the ragdoll skeleton pose? I already rotated the model to its standing position however, the ragdoll skeleton is still like lying on the ground :) 

Thanks!

 
New Post
3/2/2012 4:34 PM
 
HelmutG
6th Level Poster

www.digitalrune.com
Joined: 10/15/2006
Posts: 565
Re: Transforming Kinect coordinates to Character Model? 
The Ragdoll class has a Pose property, which defines the position and orientation of the root bone/body. Maybe you need to update this property. Normally the pose of the ragdoll is equal to the world space transformation used to position the model.
 
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3/7/2012 8:07 AM
 
digitalsummer07
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Joined: 2/13/2012
Posts: 21
Re: Transforming Kinect coordinates to Character Model? 

Thanks so much.

It seems that I'm learning more and more out of it. Though I'm still making use of the Ragdoll class of the dude and did some adjustments on the motors of every ball joints depending on its use.

Also, I would like to know if it's possible to make the eyes of my model also with dude move in real time? :) 'Cause I think that would be very nice as well.

Regards.

 
New Post
3/7/2012 4:15 PM
 
HelmutG
6th Level Poster

www.digitalrune.com
Joined: 10/15/2006
Posts: 565
Re: Transforming Kinect coordinates to Character Model? 

Glad you are making progress.

Assuming your eyeballs can be controlled by some bones, there are several options to animate them:

- You could manually rotate the bones using SkeletonPose.SetBoneTransform().
- You could use the LookAtIKSolver to control the bones.
- You could apply a SkeletonKeyFrameAnimation that animates only the bones of the eyes.
- You could apply a SrtKeyFrameAnimation to directly animate a bone. (See also API documentation of SkeletonPose.)

 
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3/12/2012 5:22 AM
 
digitalsummer07
No Ranking

Joined: 2/13/2012
Posts: 21
Re: Transforming Kinect coordinates to Character Model? 

Hi,

Thanks for the reply.

However, my trial version for your product has finally come to and end. I would like to request for an extension to use your product before I'll purchase it. I just want to make sure that I'm on the right track for my project so I would like to perfect this before the purchase.

I would like to contact the link you displayed to request for extension however it doesn't work. It displayed and error on the page.


Thanks a bunch :)

 
New Post
3/12/2012 9:58 AM
 
HelmutG
6th Level Poster

www.digitalrune.com
Joined: 10/15/2006
Posts: 565
Re: Transforming Kinect coordinates to Character Model? 
For trials extensions you can contact us per email. We have corrected the broken link. (The link simply leads to our contact form.)
 
New Post
3/15/2012 6:10 AM
 
digitalsummer07
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Joined: 2/13/2012
Posts: 21
Re: Transforming Kinect coordinates to Character Model?  Modified By digitalsummer07  on 3/15/2012 8:03:07 AM

Hi,

I was able to get an extension for your product. Thanks.

I noticed however that when I try to move my arms as quickly as I can, the Dude's arms respond slow. Seems that the movements have some lag that it became unrealistic. How can I make the speed more realistic and fast?

Thanks a bunch :D

 
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