# www.jpct.net

## Bones - Skeletal and Pose Animations for jPCT/jPCT-AE => Bones => Topic started by: angelo on August 12, 2013, 12:22:36 am

Title: is there a way to send a skeletonjoint to an xyz coordinate
Post by: angelo on August 12, 2013, 12:22:36 am
Im a noob and trying to use bones to mimic my movements in kinect.  Is there a way to send my shoulder, arms, and hands to the xy coordinates that im picking up from kinect?   ive been trying all sorts of things and nothings working correctly.
Title: Re: is there a way to send a skeletonjoint to an xyz coordinate
Post by: raft on August 12, 2013, 08:38:25 am
yes, you can do that. have a look at ProceduralAnimationSample to have an idea of how such calculations are done.

in summary, every joint's transformation is relative to its parent, you should update the transformation accordingly.
Title: Re: is there a way to send a skeletonjoint to an xyz coordinate
Post by: angelo on August 12, 2013, 10:48:56 am
thanks.

but should i throw my xyz coordinates, say(100, 150, 50) directly to the ballPos in  targetJoint(currentPose, 10, new SimpleVector(-1, 0, 0), ballPos, 0.4f);

what mathematical calculations do i use first?  You used a lot of "Quaternion" math thats currently eluding me right now.  :)

also would the skeletonhelper class be useful for my case? (again, all the math in there is still unfamiliar to me right now)  ???

thanks again.
Title: Re: is there a way to send a skeletonjoint to an xyz coordinate
Post by: raft on August 12, 2013, 05:25:55 pm
yes, SkeletonHelper class will help. in particular applyJointMatrixP method takes care of applying a transformation regarding its parent.

I'll suggest starting with some reading about the subject and later doing simple transformations to joints like moving them slighly.
Title: Re: is there a way to send a skeletonjoint to an xyz coordinate
Post by: angelo on August 13, 2013, 04:18:33 am
Thanks so much.  you've help is greatly appreciated. you're awesome