private Vector3 chestRight; // right vectory of the chest public void Start() { //GestureInfo = GameObject.Find("GestureInfo"); //HandCursor = GameObject.Find("HandCursor"); // Holds our bones for later. bones = new Transform[25]; // Initial rotations and directions of the bones. initialRotations = new Quaternion[bones.Length]; initialLocalRotations = new Quaternion[bones.Length]; initialDirections = new Vector3[bones.Length]; // Map bones to the points the Kinect tracks MapBones(); // Get initial bone directions GetInitialDirections(); // Get initial bone rotations GetInitialRotations(); // Set the model to the calibration pose RotateToCalibrationPose(0, KinectManager.IsCalibrationNeeded()); }
public void Start() { // Holds our bones for later. bones = new Transform[25]; // Initial rotations of said bones. initialRotations = new Quaternion[bones.Length]; // Map bones to the points the Kinect tracks. MapBones(); // Get initial rotations to return to later. GetInitialRotations(); // Set the model to the calibration pose. RotateToCalibrationPose(0, KinectManager.IsCalibrationNeeded()); }
public void Start() { GestureInfo = GameObject.Find("GestureInfo"); HandCursor = GameObject.Find("HandCursor"); // Holds our bones for later. bones = new Transform[25]; // Initial rotations of said bones. initialRotations = new Quaternion[bones.Length]; // Map bones to the points the Kinect tracks. MapBones(); // Get initial rotations to return to later. GetInitialRotations(); // Set the model to the calibration pose. RotateToCalibrationPose(0, KinectManager.IsCalibrationNeeded()); // open the file //Head.Rotate(100, 100, 100); openPosFile(); }