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Some Problems about Kinect's skeleton animation
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Jiaxiang Zheng  
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 More options Mar 5, 3:53 am
From: Jiaxiang Zheng <jiaxiang.zheng...@gmail.com>
Date: Mon, 5 Mar 2012 00:53:45 -0800 (PST)
Local: Mon, Mar 5 2012 3:53 am
Subject: Some Problems about Kinect's skeleton animation

Hey, guys!  How are you, sorry for disturbing here...
I am currently using the skeleton data captured by a Kinect to animate a
human mesh (which is also captured by moving the kinect around the model),
but I have some problems in doing this. Now I am asking for help, since I
am new here, so sorry for disturbing you all again.

I get the mesh and using the approach proposed in siggraph 2006 to
automaticlly get the skeleton[namely "SkelA"] fiting to the mesh. And when
someone is acting in front of the Kinect, I can get the motion skeleton
data by using GetSkeletonCap[namely this skeleton "SkelB"].
Now I am transfering the motion of "SkelB" to "SkelA" to animate the mesh.
Thus, I should compute every joint's position and orientation, my problem
is how to get the relatively accurate orientation data according to "SkelB".
My current method is as follow:
Assume joints A, B which makes a bone, their original position is P1, P2,
the current position is P1', P2', then I can compute the rotation between
P1-P2 and P1' - P2', using this rotation data to compute the orientation. I
know it's not sufficient because of the only 1 DOF, So I am asking for help
here...
Thanks a lot here...


 
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Dougoutigui Bayoh  
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 More options Mar 5, 9:16 am
From: Dougoutigui Bayoh <dboubake...@gmail.com>
Date: Mon, 5 Mar 2012 09:16:37 -0500
Local: Mon, Mar 5 2012 9:16 am
Subject: Re: [OpenNI-dev] Some Problems about Kinect's skeleton animation

Could you please explain this further.  I am trying to understand the
transfer of SkelA to SkelB.  I would like to know how you are trying to do
this.

On Mon, Mar 5, 2012 at 3:53 AM, Jiaxiang Zheng
<jiaxiang.zheng...@gmail.com>wrote:


 
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Alex  
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 More options Mar 9, 1:14 pm
From: Alex <alexandru.da...@gmail.com>
Date: Fri, 9 Mar 2012 10:14:02 -0800 (PST)
Local: Fri, Mar 9 2012 1:14 pm
Subject: Re: Some Problems about Kinect's skeleton animation
Could you please provide a link of the approach proposed in siggraph
2006 ?

Thank you.

Best regards,
Alex

On Mar 5, 2:16 pm, Dougoutigui Bayoh <dboubake...@gmail.com> wrote:


 
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Dougoutigui Bayoh  
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 More options Mar 9, 4:48 pm
From: Dougoutigui Bayoh <dboubake...@gmail.com>
Date: Fri, 9 Mar 2012 16:48:01 -0500
Local: Fri, Mar 9 2012 4:48 pm
Subject: Re: [OpenNI-dev] Re: Some Problems about Kinect's skeleton animation

I could not find an approach proposed in siggraph 2006.  Do you know where
to find it?


 
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Jiaxiang Zheng  
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 More options Mar 14, 12:20 am
From: Jiaxiang Zheng <jiaxiang.zheng...@gmail.com>
Date: Tue, 13 Mar 2012 21:20:21 -0700 (PDT)
Local: Wed, Mar 14 2012 12:20 am
Subject: Re: [OpenNI-dev] Re: Some Problems about Kinect's skeleton animation

I feel really sorry to reply you now... The method is proposed in ClickHere<http://www.mit.edu/~ibaran/autorig/> which
appears in Siggraph2007.  Sorry for the mistake.


 
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Jiaxiang Zheng  
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 More options Mar 14, 12:22 am
From: Jiaxiang Zheng <jiaxiang.zheng...@gmail.com>
Date: Tue, 13 Mar 2012 21:22:09 -0700 (PDT)
Local: Wed, Mar 14 2012 12:22 am
Subject: Re: Some Problems about Kinect's skeleton animation

Sorry for the mistake I have made, the paper is in siggraph 2007 named <Automatic
Rigging and Animation of 3D Character>.
Best regrads,
Jiaxiang


 
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Dougoutigui Bayoh  
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 More options Mar 14, 1:22 am
From: Dougoutigui Bayoh <dboubake...@gmail.com>
Date: Wed, 14 Mar 2012 01:22:42 -0400
Local: Wed, Mar 14 2012 1:22 am
Subject: Re: [OpenNI-dev] Re: Some Problems about Kinect's skeleton animation

It is alright.

On Wed, Mar 14, 2012 at 12:22 AM, Jiaxiang Zheng <


 
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