Problems with rigging the right way / dp.kinect + jit.gl.model & jit.anim.node


    May 28 2014 | 2:50 pm
    Hey,
    i'm currently working on rigging a 3d model by using dp.kinect and anim nodes. i attached cubes to the positions and rotations of the skeletonpoints and the Cube-Skeleton looks good. But everytime i try to attach a dae-Model(created with Blender), it is destroyed. i think i´m doing something wrong in rigging the bones or attaching the informations to the bones. i understand the hirarchical orientations and think i attached them right. I'm also wondering about the differnt positions of the rigged model and the cubes in the rendered world.
    Did anybody has a hint, what i could try to make it work?
    Thanks in advance
    Daniel

    • Jun 05 2014 | 10:17 am
      Hey,
      i try to breakdown the problem to smaller parts. Attached is a example of a jit.gl.model and anim.nodes analysation. The x and the z axis of the nodes is always zero but the y axis is always positiv (same with seymour.dae). If i try to animate these nodes with the kinect-skeleton data coming from dp.kinect, the nodes will obviously be in the wrong position. I would be happy if someone could help me with this problem...
      thanks in advance
      daniel
    • Feb 08 2017 | 9:38 am
      Hi Jitterhouse, did you found the solution?
      i use a 25 joints rigged model, kinect v2 hierarchy friendly,,, got from here >> http://www.thomasfenger.dk/random/skeleton/skeleton.html
      but when i connect the dp.kinect2 orientation data to the copied anim nodes, the model goes completly nuts....
      any idea?
    • Feb 08 2017 | 7:46 pm
      no. i never solved the problem. sorry.
    • Feb 08 2017 | 8:24 pm
      how are you applying the kinect orientation values to the model bones? i'm assuming the kinect orientations are in worldspace, which means you need to iterate the structure, starting at the root bone, and convert the worldspace orientation to a local orientation for the model bone. you can do this using the parent bone's worldtolocal_quat message. you generally need to apply an offset orientation as well.
      the day 10 physics patch-a-day patch goes into more detail about how to map worldspace orientations to a model bones:
    • Feb 12 2017 | 11:55 pm
      The helpfile with dp.kinect2 has examples of a rigged skeleton using joint positions + bone orientation quats. It will also work w/ matrices if you want them. Look on the "orientation tab". I recommend also looking at the "anim node" tab for some fun with automatic rotations. :-)