不一致的肩膀/肘部/手腕骨骼方向 [英] Inconsistent Shoulder / Elbow / Wrist Bones orientation

查看:99
本文介绍了不一致的肩膀/肘部/手腕骨骼方向的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

大家好,

我遇到手臂骨骼方向的问题,有时,我会得到一些不一致的值。我的意思是,例如,在右臂上,给定肩部/肘部方向,我有时会在骨骼轴上翻转180度的肘部/手腕方向,而人体骨骼不可能获得
。我的猜测是Kinect已经在处理这个并确保不会发生这种情况。看来我错了。

I am having issues with arm bones orientations, sometimes, I get some inconsistent values. I mean for example, on the right arm, given a shoulder/elbow orientation, I sometimes get a elbow/wrist orientation that is 180 degrees flipped on the bone axis and that is not possible for a human skeleton. My guess was that Kinect was already dealing with this and making sure that could not happen. It seems that I was wrong.

目前,我想控制一个带有Kinect骨骼方向的装配模型,我设法完成这项工作,但我仍然有这些不可能的相对方向,Kinect是给我。为了清楚起见,这不是一个抖动问题,
Kinect为我提供的这些值不是为了几帧,而是坚持它。

At the moment, I would like to control a rigged model with Kinect bones orientations and I managed to make this work but I still have these impossible relative orientations that the Kinect is giving me. To make things clear, this is not a jitter issue, the Kinect is providing me those values not for a couple of frames but it sticks to it.

我做了一个例子我正在经历的问题的场景:事实上我正在使用Carmine的脚本来平滑方向,我修改了一下以显示有色面部立方体的骨骼方向。

I made an example scene of the issue I am experiencing : in fact I am using Carmine's script in order to smooth the orientations, I modified it a bit to show the bones orientation with colored face cubes.

有此档案中的Kinect记录也可以与Kinect Studio一起使用。

There is also a Kinect record in this archive that you can use with Kinect Studio.

https://www.dropbox.com/s/d6ejkb1tybfkz4x/KinectOrientationSample.rar?dl=0

https://www.dropbox.com/s/d6ejkb1tybfkz4x/KinectOrientationSample.rar?dl=0

所以我想知道你们是否已经遇到过这种情况并找到了一种在Unity中拥有一个很好的Kinect控制装配模型的方法。

So I would like to know if you guys already ran into this and found a way to have a nicely Kinect controlled rigged model in Unity.

感谢您对此有任何意见:)。

Thanks for any input on this :).

Clement

推荐答案

您所描述的内容可能基于如何计算方向数据而发生。您只需要过滤数据以确定是否要应用这些数据。如果你使用Kinect Studio,你可以打开
身体3D视图的方向可视化器来查看骨骼法线的位置。
What you are describing can happen based on how the orientation data is computed. You just need to filter the data to determine if that is something you want to apply or not. if you use Kinect Studio, you can turn on the orientation visualizer for the body 3D view to see the location of the bone normal.


这篇关于不一致的肩膀/肘部/手腕骨骼方向的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

查看全文
登录 关闭
扫码关注1秒登录
发送“验证码”获取 | 15天全站免登陆