@pandereto wrote:
Hello
Im playing with ofxNI2 and trying to apply the quaternion coming from a skeleton joint to a 3d model, but im not able to make the model rotate, i know that the quaternion contain data as im able to print the angles of that joint.
Maybe im making some dumb mistake in my code
for (int i = 0; i < tracker.getNumUser(); i++) { ofxNiTE2::User::Ref user = tracker.getUser(i); const ofxNiTE2::Joint &joint = user->getJoint(nite::JOINT_HEAD); ofPushMatrix(); ofEnableDepthTest(); ofTranslate(user->head); auto rot = joint.getOrientationQuat(); float angle = glm::angle(rot); glm::vec3 axis = glm::axis(rot); ofRotate(angle, axis.x, axis.y, axis.z); ofNoFill(); model.drawFaces(); ofDrawBox(0, 0, 0, 200); ofDisableDepthTest(); ofPopMatrix(); }
Also i know that that joint have data because if i do, it works but i do not want to have the translation of that because im drawing over the rgb frame in 2d
joint.transformGL(); ofDrawBox(300); joint.restoreTransformGL();
Thank you!
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