Get started with one of the Kinect help documentation translations

Source: Internet
Author: User

Recently playing Kinect, using unity, found that there seems to be no tutorials on the web. I only have to hold the English version of the Help document gnawing, really bitter force

My English is not good, we will see it

Kinect Getting Started Help

How to run the sample
1 Download and install the KINECTV2 SDK, details are described in the next section.
2 Open the scene "Kinectavatarsdemo", located in the Assets/avatarsdemo folder

3 Run the scene. Move your body to observe the two avatar (normal and mirrored) and how Cubeman reflects your movements.
4 Use your hands to control the hand cursor on the screen.
5 try multiple built-in gestures and make sure they can be detected correctly.

6 Close the scene, turn the Kinectmanager properties ' Compute user map ' and ' Display User map ' to the available state and reopen the scene
7 Open and run the "Kinectgesturesdemo" scene, located in the/gesturesdemo folder. Use your hand to the left or right to rotate the cube to the left or right.
8 Open and run the "Kinectinteractiondemo" scene, located in the/interactiondemo folder. Try to grab and drag a screen object with your hand, and then release the object.

Installing the Kinect v2 SDK
1 download Kinect for Windows SDK 2.0.

2 Run the Setup program.
3 Connect the KINECTV2 sensor. The required drivers will be installed automatically.

Why do I need two Avatar objects in a scene?
The meaning of the two avatar in the scene is that you can simultaneously display your mirrored and non-mirrored movements.
First, you can have a avatar that reflects your mirrored motion. In this case, it's the one you're facing. The parent object of this avatar is an empty object that has been rotated 180° on the Y axis by the name ' Ucharctrlfront '. At the same time, the ' mirrored movement ' parameter of the Avatarcontroller component on Avatar's game object Characterfront ' is in the available state. The mirror is the right hand he stretched when you stretched your left hand, just like a mirror.
The second avatar is not a mirror, he is back to you. It's exactly the same as your movements. Your left side is also his left. In a different way, you are the main camera with your back to the scene. The control object is ' Ucharctrlback ', and his y-axis rotation amount is 0,avatarcontroller ' mirrored movement ' parameter is disabled state.


In order to get the correct avatar position and motion in the scene, always create an empty game object as the parent object of the avatar. Set the y-axis rotation of the empty object as needed. Then avatar local position and rotation are set to 0, you can control your avatar movement by moving and rotating. Remember to note that you avatar the ' mirrored movement ' parameter on the Avatarcontroller component.

How to reuse kinect-example in your project

1 An example of a data folder for a project that duplicates a folder's Kinectscripts Data folder. This folder contains all the required scripts and optional filters.
2 An example of a data folder for a project that duplicates folders "Resources" and "Standard Assets" folders. These folders contain the required libraries, wrapper classes, and resources.
3 Wait for unity to detect and compile new resources and scripts.
4 Add "Avatarcontroller" script to every avatar you need to control in the scene

5 Avatar the skeletal node of the Avatarcontroller ' script with drag-and-drop (the version above does not seem to be required) (more than 2.8)
5 See if you need to mirror avatar, if necessary, tick ' mirroredmovement ' parameter
6 Add Kinectmanager script to Maincamera. If you use more than one camera, create an empty object
7 drag and drop all Avatar objects into Kinectmanager's ' Avatar Controllers ' list (2.8 or more versions do not seem to be needed)
8 If you want to see the depth image, you can open the ' computeuser map ' and ' Display User map ' parameters; If you want to see the color image, turn on ' computecolor map ' and ' Display color map ' parameters; see bone tracking Effect can be turned on ' Displayskeleton Lines ' parameter

Make the calculation user maps and maps display the user's parameters if you want to see the user-depth map on the screen. Make the "Calculate color Map" and "Show Color map" parameters if you want to see the color camera image on the screen. Make sure to show the skeleton line parameters if you want to see the Kinect tracking user-depth on the map.
9 You can use the public method of "Kinectmanager" in your script. As an example, see "GestureListener.cs" and "PresentationScript.cs

Get started with one of the Kinect help documentation translations

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