官方Kinect SDK和Unity3d [英] Official Kinect SDK and Unity3d

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本文介绍了官方Kinect SDK和Unity3d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

有人对使用带有官方SDK的Unity3d的Kinect输入有任何了解吗?我已经被分配了一个项目来尝试整合这两个项目,但是我的超级管理员不希望我使用开放的Kinect东西.来自Unity网站的最新消息是Kinect SDK需要4.0 .Net,而Unity3D只需要3.5

Does anyone know anything about using Kinect input for Unity3d with the official SDK? I've been assigned a project to try and integrate these two, but my super doesn't want me to use the open Kinect stuff. Last news out of the Unity site was that Kinect SDK requires 4.0 .Net and Unity3D only takes 3.5

解决方法?如果您对此有所了解,请将我指向资源.

Workarounds? Point me toward resources if you know anything about it please.

推荐答案

Unity的OpenNI绑定可能是最好的方法. NITE骨架比Microsoft Kinect SDK稳定,但仍然需要校准(PrimeSense提到他们很快将拥有免校准的骨架).

The OpenNI bindings for Unity are probably the best way to go. The NITE skeleton is more stable than the Microsoft Kinect SDK, but still requires calibration (PrimeSense mentioned that they'll have a calibration-free skeleton soon).

从Kinect SDK绑定到OpenNI,使Kinect SDK像SensorKinect一样工作,该模块还将KinectSDK无需校准的框架公开为OpenNI模块:

There are bindings to OpenNI from the Kinect SDK, that make the Kinect SDK work like SensorKinect, this module also exposes The KinectSDK calibration-free skeleton as an OpenNI module:

https://www.assembla.com/code /kinect-mssdk-openni-bridge/git/nodes/

因为KinectSDK还提供了脚踝和手腕,并且OpenNI已经支持了它(即使NITE不支持它),包括Unity角色绑定在内的所有OpenNI东西都包括脚踝和手腕,并且全部工作且无需校准.需要注意的是,OpenNI的KinectSDK绑定还支持使用NITE的骨骼跟踪器和手部跟踪器,但有一点需要注意,似乎NITE手势检测尚不能与Kinect SDK配合使用.将KinectSDK与NITE的handGenerator配合使用时,解决方法是使用无骨架跟踪为您提供一个指示点.不幸的是,当传感器看不到您的身体时,您将失去仅追踪手的能力.

Because the KinectSDK also provides ankles and wrists, and OpenNI already supported it (even though NITE didn't support it) all the OpenNI stuff including Unity character rigs that had included the ankles and wrists just all work and without calibration. The KinectSDK bindings for OpenNI also support using NITE's skeleton and hand trackers, with one caveat, it seems like the NITE gesture detection aren't working with the Kinect SDK yet. The work-around when using the KinectSDK with NITE's handGenerator is to use skeleton-free tracking to provide you with a hand point. Unfortunately you lose the ability to just track hands when your body isn't visible to the sensor.

仍然,NITE的骨骼似乎比KinectSDK更稳定,响应更快.

Still, NITE's skeleton seems more stable and more responsive than the KinectSDK.

这篇关于官方Kinect SDK和Unity3d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!

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