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Kinect microsoft coordinates

hi…
i’m new to vvvv and 3d!!!
the kinect microsoft node gives me values in metres and i cannot draw spheres at joints as the coordinate systems are different!!
when i overlap it with the rgb… it does not remain on the joints at all z distances.
how do i map it to the screen coordinate system ( -1 to 1)
thanks in advance!! :)

Hello Anirudh,

Where are u from? you know i am from bangalore?

Anyway, did you checked the skeleton(ms kinect) help patch? the answer is there if you pay attention to the patch. You need to attach another transform node to make adjustment until you are satisfied.

i grouped the skeleton microsoft help patch with the rgb node…
the spheres do not match the joints when i move away from the kinect!!
i was thinking it was because the values are in meteres and not -1 to 1 at each value of z!!
and yeah… i am from bangalore too…

the skeleton help patch itself does not match the spheres to my joints when i move around…
i added an rgb node in the help patch and grouped it… but as i move back… it doesn’t match!!!

try connecting the Color FOVXY output of the Kinect (Devices Microsoft) to the input of a Radians (Value Degrees). then plug its output into the FOV input of a Perspective (Transform Kinect) and apply that to the Renderer.

thanks a lot joreg…
initially i analyzed the ProjectiveToRealWorld(3d Kinect) node and tried reversing the logic…
it worked… i had to give different fov values to divide the x and y coordinates…
but perspective( transform kinect ) node should work fine…
minor issues regarding reversing of x and y coordinates when i do that, which i should be able to solve!!

this should be smooth…do you still face issues?

Kinect coordinates.v4p (13.2 kB)

no issues as i see it!!!
that is what i finally did…
i used only 1 renderer and put the spheres on the rgb!!
any particular reason u used another renderer and used it as a texture??
i put the perspective camera on the last renderer itself with the color FOV and radians conversion…
and yeah…
mine would only work if i used a FullSceenQuad for the rgb…
not with a quad scaled to 2…