'Azure Kinect DK, Body tracking: Mapping separate avatars on separate skeletons
To recreate my issue, I've setup a project in Unity3d 2020, using this sample project. Here I can successfully map an avatar to a single skeleton. In my project, however, I want to map multiple skeletons - not only the closest, as the sample provides.
This far I've successfully rendered multiple skeletons, but when I try to map separate avatars on each of them - the two avatars will follow the motion of only one of the skeletons in the scene.
The following code is used to setup the avatars:
var avatarPrefab = Instantiate(avatarPrefab, new Vector3(0,0,0), Quaterion.identity);
avatarPrefab.GetComponent<PuppetAvatar>().KinectDevice = this;
avatarPrefab.GetComponent<PuppetAvatar>().CharacterRootTransform = avatarPrefab.transform;
avatarPrefab.GetComponent<PuppetAvatar>().RootPosition = this.transform.GetChild(i).transform.GetChild(0).gameObject; // gets the pelvis of each "rootBody" prefab.
The creator of the PuppetAvatar.cs script has yet to release any updates to support multibody tracking, but I posed a similar question in this thread.
Solution 1:[1]
Take a look at MoveBox: https://github.com/microsoft/MoveBox-for-Microsoft-Rocketbox
Movebox can parser the SMPL body models extracted by an external tool for 3D multi-person human pose estimation from RGB videos.
And it supports Azure Kinect DK
Sources
This article follows the attribution requirements of Stack Overflow and is licensed under CC BY-SA 3.0.
Source: Stack Overflow
Solution | Source |
---|---|
Solution 1 | asergaz |