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Bones - Skeletal and Pose Animations for jPCT/jPCT-AE => Bones => Topic started by: angelo on August 12, 2013, 12:22:36 am
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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.
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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.
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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.
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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.
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Thanks so much. you've help is greatly appreciated. you're awesome