使用虚拟人体模型作为玩家启用骨架流时未获取的深度数据 [英] Depth data not acquired with skeleton stream enabled using a dummy mannequin as player
问题描述
您好,
我们正在评估新的工作流程并需要一些可重复的测试数据。
对于那种情况,我们购买了一个虚拟人体模型,以从不同的角度获取dumme的深度数据。
这适用于启用深度流。
一旦我们启用骨架流,kinects就不会将虚拟对象识别为玩家。
我们意识到用户必须在kinect分配之前移动一下骨架数据给玩家。
所以我们试图移动假人,但是没有工作。
我一进入kinect的视图就认出了我。
当我拿到假人时,似乎虚拟深度数据属于我的深度数据
,我们可以看到我的玩家数据和虚拟玩家数据。
一旦我离开了虚拟的手的视图,kinect
无法检测到假人是一个有效的玩家。
有人可以向我解释一下吗?
b
$
假人是全尺寸人形假人用塑料制成,因为它用于普通的
商店展示/窗口。
谢谢
RB
是对塑料高反射?闪亮的表面可能会影响Kinect准确捕捉深度的能力。这可能听起来很有趣,但你有没有试过在服装中穿着人体模特?
约翰·
K4W开发
Hello,
we are evaluating a new workflow and need some reproducable test data.
For that reased we bought a dummy mannequin to aquire depth data of the dumme from
different perspectives.
This works fine with depth stream enabled.
As soon as we enable skeleton stream, the kinects does not recognize the dummy as a player.
We realized that the user has to move a bit before the kinect assigns the skeleton data to a player.
So we tried to move the dummy, but is is not working.
As soon as I enter the view of the kinect it recognizes me.
When I take the dummy, ist seems that the dummy depth data are belonging to my depth data
and we can visualize my player data and the dummy player data.
As soon I leave the view of the kinect of even just take of hands from the dummy, the kinect
is not able to detect the dummy as a valid player.
Can somebody explain that to me?
The dummy is a full size human shaped dummy made of plastic as it is used in normal
store displays/windows.
Thank you
RB
Is the plastic highly reflective? A shiny finish may interfere with Kinect's ability to accurately capture the depth. This may sound funny, but have you tried dressing the mannequin in clothing?
John
K4W Dev
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