AvateeringXNA sample working with V2 RRS feed

  • Question

  • I'm working on the Avateering Samples provided in version 1.8 trying to migrate them to version 2.

    When are these due? Any helpful guides for this ready yet?

    BoneOrientation is nolonger used and I'm pretty new to the Kinect API, so the v1 terminology is not entirely familiar. 

    Thoughts, suggestions, or timeline to when the V2 Avateering samples will be available?


    Tuesday, July 22, 2014 1:32 AM

All replies

  • Ok, I'm trying to upgrade the version 1.8 to 2.0 figured it would be a "fun" time to learn the new SDK! haha.  I've almost got it worked out, half thinking out loud here and have a specific question at the end.

    In the old V1 SDK there was a hierarchy like this:
    So we find parents of bones and rotation to camera end joints,etc ala this code snippet :

    JointType parentIdx = skeleton.BoneOrientations[jc.Joint].StartJoint;

    Now in V2 it's a bit different: Body.Joints

    Joint.Position Property
    Type: CameraSpacePoint
    The joint position. A 3D location in camera space.

    The AvateeringXNA sample uses Forward Kinects (FK) to find the extremities.

    So now we have to lookup this body's JointOrientation by JointType to get the Orientation.
    JointOrientation Properties
    JointType Gets or sets the joint type.
    Orientation Gets or sets the direction of the joint relative to the parent joint in the skeleton.

    Gets or sets the direction of the joint relative to the parent joint in the skeleton.

    Type: Vector4
    The direction of the joint relative to the parent joint in the skeleton.
    Represents a 4-element (X,Y,Z,W) vector.

    Is W the length of the joint in meters or screen units or (CameraSpacePoints) ?

    How do we translate this into XNA vector4?

    or a XNA Quaternion where W is the rotational angle?


    Wednesday, July 23, 2014 9:42 PM
  • In terms of each joint's rotational capabilities, where is this defined at or managed. In the SDK 1.5-1.8 there was a class for

    HierarchicalRotation & BoneRotation

    In the v2 confidential preview docs, I found a cool picture showing the main joints rotational capabilities of hinge, saddle, plane, ball & socket, and pivot joint types.  

    Is this a planned "future" feature or how does one manage these joint definitions?  


    Thursday, July 24, 2014 7:18 PM
  • I would also like to know the answer to this. I've been trying to map the new joints and jointorientations in Unity and am getting some odd results.  Some sample code would go a long way here.
    Friday, July 25, 2014 11:33 PM