最佳答案
skel
对象究竟是什么。如果不是,是否有任何已知的应用程序可以完成预期的目标?< / p >
编辑:我试图改变骷髅的skel身体的skel,我认为是对应的对象kinect SDK 2.0。然而,当我试图获得身体的位置时,我有一个错误:
tempMotionVektor[0] = -Math.Round( skel.Position.X * 100,2);
tempMotionVektor[1] = Math.Round( skel.Position.Y * 100,2) + 120;
tempMotionVektor[2] = 300 - Math.Round( skel.Position.Z * 100,2);
我在调用Body skel的函数位置时出错。我怎么能检索X, Y, Z的骨架在sdk 2.0??我试着把上面的三行改为:
tempMotionVektor[0] = -Math.Round(skel.Joints[0].Position.X * 100, 2);
tempMotionVektor[1] = Math.Round(skel.Joints[0].Position.Y * 100, 2) + 120;
tempMotionVektor[2] = 300 - Math.Round(skel.Joints[0].Position.Z * 100, 2);
编辑:基本上我设法存储一个bvh文件后结合bodyBasicsWPF和kinect2bvh。然而,我存储的骨架似乎效率不高。肘部有奇怪的动作。我正在尝试了解我是否必须更改文件kinectSkeletonBVH.cp中的某些内容。更具体地说,kinect 2版本的关节轴方向有哪些变化。我试图用skel.JointOrientations[JointType.ShoulderCenter].Orientation
来改变这一行。我说的对吗?我使用下面的代码添加关节到BVHBone对象:
BVHBone hipCenter = new BVHBone(null, JointType.SpineBase.ToString(), 6, TransAxis.None, true);
BVHBone hipCenter2 = new BVHBone(hipCenter, "HipCenter2", 3, TransAxis.Y, false);
BVHBone spine = new BVHBone(hipCenter2, JointType.SpineMid.ToString(), 3, TransAxis.Y, true);
BVHBone shoulderCenter = new BVHBone(spine, JointType.SpineShoulder.ToString(), 3, TransAxis.Y, true);
BVHBone collarLeft = new BVHBone(shoulderCenter, "CollarLeft", 3, TransAxis.X, false);
BVHBone shoulderLeft = new BVHBone(collarLeft, JointType.ShoulderLeft.ToString(), 3, TransAxis.X, true);
BVHBone elbowLeft = new BVHBone(shoulderLeft, JointType.ElbowLeft.ToString(), 3, TransAxis.X, true);
BVHBone wristLeft = new BVHBone(elbowLeft, JointType.WristLeft.ToString(), 3, TransAxis.X, true);
BVHBone handLeft = new BVHBone(wristLeft, JointType.HandLeft.ToString(), 0, TransAxis.X, true);
BVHBone neck = new BVHBone(shoulderCenter, "Neck", 3, TransAxis.Y, false);
BVHBone head = new BVHBone(neck, JointType.Head.ToString(), 3, TransAxis.Y, true);
BVHBone headtop = new BVHBone(head, "Headtop", 0, TransAxis.None, false);
我不能理解代码中the axis for every Joint
是在哪里计算的。