Microsoft Kinect SDK 1.5 how to calculate BoneOrientations HierarchicalRotation Quaternion manually RRS feed

  • Question

  • Hi,

    Does anyone know how Microsoft is calculating the Quaternion in the HierarchicalRotation for the BoneOrientation?

    I've tried with a lot of formulas to calculate it using the angles but couldn't find the same answer as the one from the SDK.

    Thanks for your help,

    • Edited by DanW123 Tuesday, May 29, 2012 12:40 PM
    Tuesday, May 29, 2012 11:51 AM

All replies

  • I have the same problem, any help would be appreciated!
    Wednesday, June 6, 2012 2:37 PM
  • Hey DanW123

    Can you let me know how were you able to get the joint orientation values?

    I am sorry I have no answer to your question. But I am stuck on extracting the orientation values. 

    Are you working on kinect explorer?



    Thursday, June 7, 2012 9:11 PM
  • Here try the last few posts in this thread in which the modified version from the other contributor is using bone rotation values for 3d animation gestures and more precise movements to 3ds max:

    As far manually I dont think kinect team would want to but heres a good usage of the values. 

    Once you eliminate the impossible, whatever remains, no matter how improbable, must be the truth. - "Sherlock holmes" "speak softly and carry a big stick" - theodore roosevelt. Fear leads to anger, anger leads to hate, hate leads to suffering - Yoda. Blog -

    Sunday, June 10, 2012 10:48 PM