Hi, as a quick fix when loading the model, or just experimenting, you can use the ".rot" pseudo loader to put a rotation above your model.
Something like: osgviewer cow.osg.90,0,0.rot cheers -- mew -- Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/ On Thu, Mar 31, 2011 at 4:09 AM, Aitor Ardanza <[email protected]> wrote: > Hi, > > I need to do it for my proyect... but I can't get good results. > OpenNI (Kinect) gives me the matrix with "Y up": > > Code: > XnSkeletonJointPosition jointPos; > g_UserGenerator.GetSkeletonCap().GetSkeletonJointPosition(player, eJoint, > jointPos); > XnMatrix3X3 orient; > orient = jointOrient.orientation; > tracker->set(orient.elements[0], orient.elements[1], orient.elements[2], 0, > orient.elements[3], orient.elements[4], orient.elements[5], 0, > orient.elements[6], orient.elements[7], orient.elements[8], 0, > jointPos.position.X, jointPos.position.Y, jointPos.position.Z, 1); > > > 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 > > Code: > tracker->postMult(C); > > ???? > > Thank you! > > Cheers, > Aitor > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=38104#38104 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

