Strange angles when streaming global skeleton joints
Posted: Tue Sep 02, 2014 8:57 am
Hi, I'm just experimenting with the Motive skeleton tracking.
I use Motive v. 1.5.0 and created a skeleton using the baseline markerset (37 Markers).
Just for getting an impression of how the skeleton joint rotations are encoded, I used the example SampleClient3D delivered with NatNetSDK2.6. Using this application, I experienced the following strange behavior:
- When moving forward, the blue boxman goes backward, but When leaning forward, the boxman leans forward
- arms and legs seem to be flipped as if looking into a mirror
The following settings are checked for data streaming:
Stream Skeleton true
Local Rigid Bodies false
Skeleton As Rigid Bodies false
I assumed that those settings would mean that all joint rotations and positions of the character would be completely global w.r.t the root coordinate system. Are there any settings I missed?
What exactly changes when I switch to LocalRigidBodies = true? How are the local coordinate systems for each joint are arranged in TPose?
Thank you
Felix
I use Motive v. 1.5.0 and created a skeleton using the baseline markerset (37 Markers).
Just for getting an impression of how the skeleton joint rotations are encoded, I used the example SampleClient3D delivered with NatNetSDK2.6. Using this application, I experienced the following strange behavior:
- When moving forward, the blue boxman goes backward, but When leaning forward, the boxman leans forward
- arms and legs seem to be flipped as if looking into a mirror
The following settings are checked for data streaming:
Stream Skeleton true
Local Rigid Bodies false
Skeleton As Rigid Bodies false
I assumed that those settings would mean that all joint rotations and positions of the character would be completely global w.r.t the root coordinate system. Are there any settings I missed?
What exactly changes when I switch to LocalRigidBodies = true? How are the local coordinate systems for each joint are arranged in TPose?
Thank you
Felix