Alberto Luaces wrote:
> "Aitor Ardanza" writes:
> 
> 
> > What I have to do to swap the Z and Y axes? multiply that by the matrix C?
> > C = 1 0 0 0
> > 0 0 1 0
> > 0 1 0 0
> > 0 0 0 1
> > 
> 
> That would swap, but also invert some axis (det C = -1). Not sure if
> that is your intention.
> 
> -- 
> Alberto
> 
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Hi Alberto,
Yes, if I multiply it by C deforms avatar.


reedev wrote:
> Hi Aitor,
> 
> I don't have a solution (but I am following your work with great 
> interest!) but maybe the Ogre example on openni.org might give you some 
> clues. It can be found here:
> https://github.com/OpenNI/SampleAppSinbad
> 
> cheers, have fun
> Raymond
> 

Hi reedev,
I've looked at the ogre code example ... but ogre uses "Y up" too, but defines 
the matrix denying some values ​​... I do not know why, is to invert the matrix?

Code:
Ogre::Matrix3 
matOri(jointOri.orientation.elements[0],-jointOri.orientation.elements[1],jointOri.orientation.elements[2],
                                                       
-jointOri.orientation.elements[3],jointOri.orientation.elements[4],-jointOri.orientation.elements[5],
                                                   
jointOri.orientation.elements[6],-jointOri.orientation.elements[7],jointOri.orientation.elements[8]);



Without any change in the matrix, rotations are fine, but the Z and Y axes are 
exchanged ...

If I try to get the euler angles of the array and create a new one with the Z 
and Y axes swapped, It makes me a curious thing. Let's say an arm turns well 
but the other does the opposite.

I'll keep doing tests ... thanks for the replies!

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