kinect c# draw and move skeleton from saved data

妖精的绣舞 提交于 2019-12-22 07:26:13

问题


What I want to do is draw and animate a skeleton (like we can do with the sensor stream) from saved data (so I have x, y and z value of every joint).

I searched a lot, but I can't find anything that can help me.

I can convert the data to a joints collection, associate it to a skeleton, but then? I don't know how to map the skeleton to the colorImagePoint.

Maybe I have to create a depthImageFrame?

Thank you so much!


回答1:


Look into the Kinect Toolbox. It offers a recorder and playback functionality which may match your needs as is, or provide you with a starting point: http://kinecttoolbox.codeplex.com/

If you role your own, I'm not sure why you would need to map it to a color or depth frame, unless I'm missing a requirement of what you are doing.

Have a look at the SkeletonBasics example in the Microsoft Kinect for Windows SDK Toolkit examples. It will show you have to draw a skeleton manually based on skeleton data. From there, you could look into doing the following for you application:

  1. Set up your skeleton tracking callback
  2. At each skeleton frame, or less (if you don't need so many) save the joint positions
  3. Also save a 0-based timestamp
  4. Save data to format of choice when complete

During a playback, read in your recorded data and start a timer. When the timer hits the next skeleton frame's stored timestamp update your drawn skeleton on the screen (using the SkeletonBasics example app as guidance).



来源:https://stackoverflow.com/questions/13039132/kinect-c-sharp-draw-and-move-skeleton-from-saved-data

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