Kinect v1.8 SDK with Unity3D - unity3d

Am developing a football game in Unity3D . in which I need only the foot orientation of the users from which I can detect the angle of the kick.
Am now tracking the whole skeleton data , but I can't able to get the foot orientation angles precisely.
Is there anyway that I can track only the foot of the user without going for the method of Tracking whole skeleton.

I have developed some games with unity and kinect. what I did is,
I could access the transform.position of each joints represent the skeleton. then by using relative positions of several joints, I detected the body gestures.
Hope this helps
let me know if you need any assistance

Related

How to fix objects in the indoor environment with ArCore?

I need to insert some virtual objects in an indoor environment, but I need the position of these objects to be fixed. I have already tried using markers with the vuforia but it is complicated, it takes time to recognize. I'm thinking of using Google's ArCore. Does anyone know if this is possible and, if so, do they know how to do it?
I'm using Unity to do this. Can someone help me?
ARCore places the camera relative to the detected plane, so you will need a plane at some point so the application can locate the camera into the game.
HelloAR shows how this works, you may test into the unity editor and see how the camera moves arround the points and the detected plane.
One solution for your problem may be the image detection of ARCore + Plane detection, you place the image on the floor and when the image is detected you will have your objects in place while you move arround, but you will need to have a plane to move, not only the image detection, because if you don't, you will lose the objects once the camera loses the image.

Changing the eyes camera's direction

We are trying to get the experience like you were an animal. And animals have different eye positions and rotations.
We wanted to use google cardboard because it's the most accessible for us as a preview.
But the question is, is there a way to change the angle of the eye cameras in the google vr SDK?
Thanks in advance,
Olivierus

Kinematic based world being messed with marker movement

Kinematic based world being messed on movement
Hello, I have been developing a humble AR-based game in Unity3d. Until this point, I have been using Vuforia to deploy my scene on a (multi)tracker. However, I have been doing tests with Kudan and I´m quite happy with its tracking performance when using a tracker.
http://i.imgur.com/nTHs6cM.png
My engine is based on collisions by raycasts and not "UnityEngine.Physics" (Almost Everything is Kinematic). I have stumbled into a problem when I deploy my 3d environment on a tracker using the Kudan engine, my whole physics get messed up. If the marker is moved the elements move with it but the axis seem to change with marker but my physics seem to respond to my old axis orientation. My characters are always standing upward in the world Y axis (not the local inside the tracker). Another issue is that my player 3D asset keeps switching between "standing" and "falling" status and eventually clipping and falling through the floor (this is probably due to the jitter in the camera detection).
http://i.imgur.com/ROn4uEz.png
One of the solutions that come to mind is to use a local coordinate system but I hope that there is an alternative solution since when I was using Vuforia I did not have to do any further corrections.
Any links or feedback are appreciated.
You could use transform.InverseTransformPoint and transform.InverseTransformDirection combined with Quaternion.LookDirection to get the position and rotation of the kudan camera relative to the MarkerTransformDriver object. This will allow you to position a camera in world space and keep whatever content you want to augment static at the unity3d world origin.
cameraPos = markerTransform.InverseTransformPoint(kudanCamera.position);
cameraRot = Quaternion.LookRotation(markerTransform.InverseTransformDirection (kudanCamera.transform.forward));

Can Vuforia track spatial location when using targetless device tracking?

I am trying to wrap my head around Vuforia's capabilities. I want to make an app which lets me place a 3D object into a camera view and have that 3D object stick to the world. I've been learning how to use Vuforia in Unity3D, and Vuforia seems to be slightly capable of this, but is severely limited by its craving for "Targets". It doesn't seem to be able to do much if I don't give it some sort of target.
One workaround I've found is to set the ARCamera's World Center Mode to DEVICE_TRACKING. This seems to let me place a 3D object into the world (in Unity) and have this object overlay into the camera feed, almost making it seem like it's anhcored to the real world. This doesn't work perfectly though: it tracks properly when I angle the device up/down/left/right (rotation), but it does not seem to track the device's translational motion; that is, when I move the device forward/back/left/right, the overlaid object doesn't get closer/farther nor does it rotate as I move around it.
Is it possible to get this sort of tracking out of Vuforia, or am I better off switching to something like Google Tango?
The difficulty with setting World Center Mode to CAMERA in Vuforia is that apparently 3D objects rotate around the camera based on its accelerometer/gyroscope changes. This doesn't allow for objects to be anchored to the environment. Instead they follow with the camera.
Kudan is a good markerless tracking option.

unity3d - how to control the movement of the main Camera in Unity3d

I am trying to make an mobile application that contains AR(Augumented Reality)-Mode using Unity3D. So I have connected my mobile device with my unity3d program, and the camera works fine. But when move the mobile device, the main camera inside unity program does not move the same orbit that the mobile device moves. Does any one know how to change or control the orbit of the main Camera in unity3d?
This could be happening due to a number of reasons. It could be due to non centered pivots, or coordinate systems for example.
Could you please specify which AR system are you using? As a side note, at work we recently had a project involving Unity3d and Metaio and it was a nightmare to bend the system to do what we needed, specially when we needed to do a lot of object positioning based on the local coordinate system.
When you refer to the orbit of the camera, I imagine it could be that the pivot of the camera is somehow offset and the camera is rotating around that offset. Or maybe that the camera is a child of the actual Game Object that is controlled by the AR system, in which case this parent node acts as a pivot to the camera.
In the picture below you can see that the camera is away from that center point and when it rotates it does it based on that center point, in other words the camera always tries to look at that center point and it gives that feeling of "orbiting" when it moves.
Here's the link to the image (I can't post pictures yet on this forum -.- )
http://i.stack.imgur.com/fIcY2.png