Hi, I am testing how to use Kinect for Xbox 360 to do motion capture, now I can capture BVH files and import them to Blender 2.77a successfully.
But Euler rotation has some issues when I turn around my body more than 180 degrees, so I use quaternion instead to test if it can fix the issue. My quaternion is from OpenNI2 and NITE2 interface, it is left hand coordinate, the Z axis is opposite to OpenGL’s Z axis, so I need to convert it to right hand coordinate: (w, x, y, z) —> (-w, x, y, -z) or (w, -x, -y, z) Then I modified the BVH importer, let it import the quaternion data directly and set as keyframes, the issue has been fixed, I can turn around 360 degrees now. But another issue appears, my quaternion data seems does not match Blender’s quaternion, all pitch rotations are inverse. Any hint? Thanks _______________________________________________ Bf-python mailing list [email protected] https://lists.blender.org/mailman/listinfo/bf-python
