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Math for joints relative to head RRS feed

  • Question

  • Hello,

    What is the math to calibrate a Kinect joint position relative to the head? I have a program and I want the right hand to have zones that feel the same regardless of where the Kinect is placed. How do the x, y and z coordinates of the right hand relate to the x, y and z coordinates of the head? It seems like the coordinates fan out in a semicircle from the Kinect, but I'm not sure if it's a true circle or something else.

    Thank you!

    Tuesday, December 16, 2014 3:10 AM

Answers

  • Create a matrix transformation based on the head joint offset from camera center(0,0,0). It would be the same for rebasing on a new camera position for a video game. multiplying each joint by the matrix should have the head always a 0,0,0 and all other joints at their respective offsets.

    Keep in mind that if you are using any coordinate mapping, you always do this before applying the transformation since the mapper is based on the camera orientation.

    http://msdn.microsoft.com/en-us/library/dn785530.aspx


    Carmine Sirignano - MSFT


    Tuesday, December 16, 2014 7:25 PM