本文介绍了Kinect v2 Quaternions的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

大家好,


我一直在使用Kinect(V2),我有一个关于描述关节方向的四元数的问题。据我所知,这个四元数是根据前一个(父)关节计算的,但有没有办法让
相对于一个固定坐标系(关节)计算它们?例如,我想计算左手相对于臀部中心的四元数。我知道比之前发布的SDK(1.8)更有可能选择
相对于相对的绝对方向。在新版本中有类似的东西吗?或者我应该手动完成?如果是这样的话,你能给我一个如何做的提示或建议吗?任何帮助都会非常感激。

解决方案

Hello all,

I have been working with the Kinect (V2) and I have a question regarding the quaternions that describe the orientation of the joints. as far as I understood this quaternions are calculated with respect to the previous (parent) joint but is there a way to calculate them with respect to a fixed coordinate frame (joint)?. for example I would like to calculate the quaternion of the left hand with respect to the center of the hip. I know than in the previous distribution of the SDK (1.8) it was possible to choose an absolute orientation over the relative one. is there something like that in the new version? or should I do it manually? if it is like this, can you give me a hint or advice on how to do it?. any help will be really appreciated.

解决方案


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08-14 00:45