Tomoto
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thanks
2012/4/24 Harel M <hare...@gmail.com>:
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(I created a new post continuing
Hello everyone,
I would like to announce that I have released kinect-mssdk-openni-
bridge that supports Kinect SDK 1.0! That means you can use OpenNI/
NITE with Kinect for Windows in your application (through Kinect SDK,
no hack). One particularly cool thing (I think) is it supports Near
Mode and it works with NITE's hand tracking and gesture recognition.
XnQuery is your friend.
Pass your own Query to Create()
2012/7/6 David Menard
Hello Tomoto!
Great work! Bridge works fine. I do have a few questions though.
1. How does it handle OpenNIs recordings & playback? If I use a player node, can I get the resulting skeleton from KinectSDK and not OpenNI?
2. How does it handle Hand/Wrist and Foot/Ankle? OpenNIs skeleton doesn't support wrist and ankles, if I use the bridge, I assume that when I call getSkeletonJoint on the wrist and ankles, the corrcet ones will be returned from the KinectSDK? I am testing this one out as we speak, but with a recording since I don't have my devices with em right now.3. How do I programmatically specify to use KinectSDK Skeleton tracking instead of OpenNI? I am using multiple Kinects and I do not use config files to initialize my devices, so adding <Query> tags are not an option. Is there a way to do this explicitly in my code?thanks! Dave--To view this discussion on the web visit https://groups.google.com/d/msg/openni-dev/-/XvLlEUpijpcJ.
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