On 07/06/2011 08:38 AM, Aitor Ardanza wrote:
I'm confused ... not sure if xna and osg use the same axes (xyz or xzy​​). 
getBoneMatrixFromKinectNuiControl give me a local rotation matrix, but do I 
need to change these to global?
I know that in "pBoneUpdate.at (i) ->  getStackedTransforms (). Push_back (new 
osgAnimation: StackedQuaternionElement (
"rotate" boneMatrices [i] ->  getMatrix (). getRotate ()));" I have to apply a 
local array... but I guess I missed something, because the rotations are no goods in the model.

I haven't touched the Kinect SDK, so I don't know for sure, but I have worked with DirectX in the past, and the coordinate systems between DX and OpenGL are quite different.

Microsoft historically has used a left-handed coordinate system for all of its coordinate frames, while OpenGL, and hence OSG, is right-handed. Beyond this, there's also a good chance that the base coordinate systems at each joint aren't what you're expecting. The best approach would probably be to start with a simple one-joint model (if possible), and get that working properly first. Then, you can generalize that to the whole body.

Sorry I can't give you any specifics, but I thought I'd say something since there hadn't been any replies yet.

--"J"

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