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Azure flipped - how to rotate those quaternions 90° CCW

hi all,

I appreciate the option to be able to use the Kinect in different orientations now. however, when flipped 90 degrees all my skeleton coordinates are also flipped 90°. It would be nice if the rotation would already be taken into account. I could rotate my camera, but then I would have to work in a flipped coordinate system.

modifying the stickman for skia3d is easy, but I got stuck with the boxman for stride. how do I rotate those quaternions by 90°?

thank you!

ok was just some mixup with order of operations

qzater
this works