ich versuche, einen Avatar bewegen Sie mit Unity3D entsprechend den Daten kommen von Kinect V2, das Problem ist, wenn ich mit mehreren gemeinsamen Orientierungen gelten für die Einheit verwandeln Slerp,kinect v2 gemeinsame Orientierung unity3d quaternion
Wie kann ich die neue Quaternion berechnen, mit der ich die menschlichen Bewegungen in Echtzeit richtig simulieren kann?
float ox, oy, oz, ow;
ox = body.JointOrientations[_SpineMid].Orientation.X;
oy = body.JointOrientations[_SpineMid].Orientation.Y;
oz = body.JointOrientations[_SpineMid].Orientation.Z;
ow = body.JointOrientations[_SpineMid].Orientation.W;
//SpineMid.transform.localRotation = new Quaternion(ox, oy, oz, ow);
SpineMid.transform.localRotation = Quaternion.Slerp(SpineMid.transform.localRotation, new Quaternion(ox, oy, oz, ow), Time.time * 0.1f);
float ox, oy, oz, ow;
ox = body.JointOrientations[_SpineMid].Orientation.X;
oy = body.JointOrientations[_SpineMid].Orientation.Y;
oz = body.JointOrientations[_SpineMid].Orientation.Z;
ow = body.JointOrientations[_SpineMid].Orientation.W;
//SpineMid.transform.localRotation = new Quaternion(ox, oy, oz, ow);
SpineMid.transform.localRotation = Quaternion.Slerp(SpineMid.transform.localRotation, new Quaternion(ox, oy, oz, ow), Time.time * 0.1f);
ox = body.JointOrientations[_SpineBase].Orientation.X;
oy = body.JointOrientations[_SpineBase].Orientation.Y;
oz = body.JointOrientations[_SpineBase].Orientation.Z;
ow = body.JointOrientations[_SpineBase].Orientation.W;
//SpineBase.transform.localRotation = new Quaternion(ox, oy, oz, ow);
SpineBase.transform.localRotation = Quaternion.Slerp(SpineBase.transform.localRotation, new Quaternion(ox, oy, oz, ow), Time.time * 0.1f);
das Tollste ist, wenn ich versucht, die vorherige Slerp Transformation zu jedem Gelenk in der Avatar
float ox, oy, anzuwenden oz, ow;
ox = body.JointOrientations[_SpineMid].Orientation.X;
oy = body.JointOrientations[_SpineMid].Orientation.Y;
oz = body.JointOrientations[_SpineMid].Orientation.Z;
ow = body.JointOrientations[_SpineMid].Orientation.W;
//SpineMid.transform.localRotation = new Quaternion(ox, oy, oz, ow);
SpineMid.transform.localRotation = Quaternion.Slerp(SpineMid.transform.localRotation, new Quaternion(ox, oy, oz, ow), Time.time * 0.1f);
ox = body.JointOrientations[_SpineBase].Orientation.X;
oy = body.JointOrientations[_SpineBase].Orientation.Y;
oz = body.JointOrientations[_SpineBase].Orientation.Z;
ow = body.JointOrientations[_SpineBase].Orientation.W;
//SpineBase.transform.localRotation = new Quaternion(ox, oy, oz, ow);
SpineBase.transform.localRotation = Quaternion.Slerp(SpineBase.transform.localRotation, new Quaternion(ox, oy, oz, ow), Time.time * 0.1f);
ox = body.JointOrientations[_Neck].Orientation.X;
oy = body.JointOrientations[_Neck].Orientation.Y;
oz = body.JointOrientations[_Neck].Orientation.Z;
ow = body.JointOrientations[_Neck].Orientation.W;
//Neck.transform.localRotation = new Quaternion(ox, oy, oz, ow);
Neck.transform.localRotation = Quaternion.Slerp(Neck.transform.localRotation, new Quaternion(ox * 360, oy * 360, oz * 360, ow * 360), 0.03f);
ox = body.JointOrientations[_Head].Orientation.X;
oy = body.JointOrientations[_Head].Orientation.Y;
oz = body.JointOrientations[_Head].Orientation.Z;
ow = body.JointOrientations[_Head].Orientation.W;
//Head.transform.localRotation = new Quaternion(ox, oy, oz, ow);
Head.transform.localRotation = Quaternion.Slerp(Head.transform.localRotation, new Quaternion(ox * 360, oy * 360, oz * 360, ow * 360), 0.03f);
ox = body.JointOrientations[_ShoulderRight].Orientation.X;
oy = body.JointOrientations[_ShoulderRight].Orientation.Y;
oz = body.JointOrientations[_ShoulderRight].Orientation.Z;
ow = body.JointOrientations[_ShoulderRight].Orientation.W;
//ShoulderRight.transform.localRotation = new Quaternion(ox, oy, oz, ow);
ShoulderRight.transform.localRotation = Quaternion.Slerp(ShoulderRight.transform.localRotation, new Quaternion(ox * 360, oy * 360, oz * 360, ow * 360), 0.03f);
ox = body.JointOrientations[_ElbowRight].Orientation.X;
oy = body.JointOrientations[_ElbowRight].Orientation.Y;
oz = body.JointOrientations[_ElbowRight].Orientation.Z;
ow = body.JointOrientations[_ElbowRight].Orientation.W;
//ElbowRight.transform.localRotation = new Quaternion(ox, oy, oz, ow);
ElbowRight.transform.localRotation = Quaternion.Slerp(ElbowRight.transform.localRotation, new Quaternion(ox * 360, oy * 360, oz * 360, ow * 360), 0.03f);
ox = body.JointOrientations[_HandRight].Orientation.X;
oy = body.JointOrientations[_HandRight].Orientation.Y;
oz = body.JointOrientations[_HandRight].Orientation.Z;
ow = body.JointOrientations[_HandRight].Orientation.W;
//HandRight.transform.localRotation = new Quaternion(ox, oy, oz, ow);
HandRight.transform.localRotation = Quaternion.Slerp(HandRight.transform.localRotation, new Quaternion(ox * 360, oy * 360, oz * 360, ow * 360), 0.03f);
ox = body.JointOrientations[_ShoulderLeft].Orientation.X;
oy = body.JointOrientations[_ShoulderLeft].Orientation.Y;
oz = body.JointOrientations[_ShoulderLeft].Orientation.Z;
ow = body.JointOrientations[_ShoulderLeft].Orientation.W;
//ShoulderLeft.transform.localRotation = new Quaternion(ox, oy, oz, ow);
ShoulderLeft.transform.localRotation = Quaternion.Slerp(ShoulderLeft.transform.localRotation, new Quaternion(ox * 360, oy * 360, oz * 360, ow * 360), 0.03f);
ox = body.JointOrientations[_ElbowLeft].Orientation.X;
oy = body.JointOrientations[_ElbowLeft].Orientation.Y;
oz = body.JointOrientations[_ElbowLeft].Orientation.Z;
ow = body.JointOrientations[_ElbowLeft].Orientation.W;
//ElbowLeft.transform.localRotation = new Quaternion(ox, oy, oz, ow);
ElbowLeft.transform.localRotation = Quaternion.Slerp(ElbowLeft.transform.localRotation, new Quaternion(ox * 360, oy * 360, oz * 360, ow * 360), 0.03f);
ox = body.JointOrientations[_HandLeft].Orientation.X;
oy = body.JointOrientations[_HandLeft].Orientation.Y;
oz = body.JointOrientations[_HandLeft].Orientation.Z;
ow = body.JointOrientations[_HandLeft].Orientation.W;
//HandLeft.transform.localRotation = Quaternion.Lerp(transform.localRotation, new Quaternion(ox*360, oz*360, oy*360, ow*360), 0.03f);
HandLeft.transform.localRotation = Quaternion.Slerp(HandLeft.transform.localRotation, new Quaternion(ox * 360, oy * 360, oz * 360, ow * 360), 0.03f);
ox = body.JointOrientations[_HipsLeft].Orientation.X;
oy = body.JointOrientations[_HipsLeft].Orientation.Y;
oz = body.JointOrientations[_HipsLeft].Orientation.Z;
ow = body.JointOrientations[_HipsLeft].Orientation.W;
//HipsLeft.transform.rotation = new Quaternion(ox, oy, oz, ow);
HipsLeft.transform.localRotation = Quaternion.Slerp(HipsLeft.transform.localRotation, new Quaternion(ox * 360, oy * 360, oz * 360, ow * 360), 0.03f);
ox = body.JointOrientations[_KneeRight].Orientation.X;
oy = body.JointOrientations[_KneeRight].Orientation.Y;
oz = body.JointOrientations[_KneeRight].Orientation.Z;
ow = body.JointOrientations[_KneeRight].Orientation.W;
//KneeRight.transform.localRotation = new Quaternion(ox, oy, oz, ow);
KneeRight.transform.localRotation = Quaternion.Slerp(KneeRight.transform.localRotation, new Quaternion(ox * 360, oy * 360, oz * 360, ow * 360), 0.03f);
ox = body.JointOrientations[_AnkleRight].Orientation.X;
oy = body.JointOrientations[_AnkleRight].Orientation.Y;
oz = body.JointOrientations[_AnkleRight].Orientation.Z;
ow = body.JointOrientations[_AnkleRight].Orientation.W;
//AnkleRight.transform.localRotation = new Quaternion(ox, oy, oz, ow);
AnkleRight.transform.localRotation = Quaternion.Slerp(AnkleRight.transform.localRotation, new Quaternion(ox * 360, oy * 360, oz * 360, ow * 360), 0.03f);
ox = body.JointOrientations[_FootRight].Orientation.X;
oy = body.JointOrientations[_FootRight].Orientation.Y;
oz = body.JointOrientations[_FootRight].Orientation.Z;
ow = body.JointOrientations[_FootRight].Orientation.W;
//FootRight.transform.localRotation = new Quaternion(ox, oy, oz, ow);
FootRight.transform.localRotation = Quaternion.Slerp(FootRight.transform.localRotation, new Quaternion(ox * 360, oy * 360, oz * 360, ow * 360), 0.03f);
ox = body.JointOrientations[_HipsRight].Orientation.X;
oy = body.JointOrientations[_HipsRight].Orientation.Y;
oz = body.JointOrientations[_HipsRight].Orientation.Z;
ow = body.JointOrientations[_HipsRight].Orientation.W;
//HipsRight.transform.rotation = new Quaternion(ox, oy, oz, ow);
HipsRight.transform.localRotation = Quaternion.Slerp(HipsRight.transform.localRotation, new Quaternion(ox * 360, oy * 360, oz * 360, ow * 360), 0.03f);
ox = body.JointOrientations[_KneeLeft].Orientation.X;
oy = body.JointOrientations[_KneeLeft].Orientation.Y;
oz = body.JointOrientations[_KneeLeft].Orientation.Z;
ow = body.JointOrientations[_KneeLeft].Orientation.W;
//KneeLeft.transform.localRotation = new Quaternion(ox, oy, oz, ow);
KneeLeft.transform.localRotation = Quaternion.Slerp(KneeLeft.transform.localRotation, new Quaternion(ox * 360, oy * 360, oz * 360, ow * 360), 0.03f);
ox = body.JointOrientations[_AnkleLeft].Orientation.X;
oy = body.JointOrientations[_AnkleLeft].Orientation.Y;
oz = body.JointOrientations[_AnkleLeft].Orientation.Z;
ow = body.JointOrientations[_AnkleLeft].Orientation.W;
//AnkleLeft.transform.localRotation = new Quaternion(ox, oy, oz, ow);
AnkleLeft.transform.localRotation = Quaternion.Slerp(AnkleLeft.transform.localRotation, new Quaternion(ox * 360, oy * 360, oz * 360, ow * 360), 0.03f);
ox = body.JointOrientations[_FootLeft].Orientation.X;
oy = body.JointOrientations[_FootLeft].Orientation.Y;
oz = body.JointOrientations[_FootLeft].Orientation.Z;
ow = body.JointOrientations[_FootLeft].Orientation.W;
//FootLeft.transform.localRotation = new Quaternion(ox, oy, oz, ow);
FootLeft.transform.localRotation = Quaternion.Slerp(FootLeft.transform.localRotation, new Quaternion(ox * 360, oy * 360, oz * 360, ow * 360), 0.03f);
Hinweis: alle diese Druck-Taste mit T-Haltungs genommen wurde die KinectV2 Sensor gegenüber.
Haben Sie Fortschritte dabei gemacht? Ich glaube, ich könnte ein ähnliches Problem haben. – dudledok
@dudledok noch nicht ... –
jeder Fortschritt jetzt? –