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Kinect2 for unity3d - avatardemo learning
2022-07-27 19:04:00 【Miracle Fan】
AvatarDemo Study
List of articles
1.Avatar Controller
1.1 Introduce
AvatarController Yes, it will Kinect The captured user actions are transferred to the components of the character model

1.2 Related properties
| Property: | Description: |
|---|---|
| Player Index | Player index ,0 Represents the first ,1 Represents the second |
| Mirrored Movement | Whether the character model faces the player |
| Vertical Movement | Whether the model allows vertical movement |
| Horizontal Movement | Whether the model can move horizontally |
| External Root Motion | Model root Whether the motion is applied by other components or scripts |
| Finger Orientations | Whether finger direction is allowed |
| Move Rate | The rate at which the model moves in the scene |
| Smooth Factor | Smoothing factor for model motion and joint rotation |
| Offset Node | The object of the game transform Is relative (optional). |
| Pos Relative to Camera | If enabled , The position of the model relative to the camera is relative to that of the player Kinect The position of the sensor is the same . |
| Pos Rel Overlay Color | Whether the position of the model matches the color image ( Only in Pos-rel-to-camera In mode ). |
| Grounded Feet | Whether the feet of the model must be pasted on the ground . |
| Apply Muscle Limits | Whether to apply the muscle limitation of human like model . |
| Flip Left Right | Whether it turns left and right relative to the sensor |
| Horizontal Offset | The horizontal offset of the character's position relative to the user's spine base . |
| Vertical Offset | The vertical offset of the character's position relative to the base of the user's spine . |
| Forward Offset | The forward offset of the character's position relative to the base of the user's spine . |
2.Avatar Controller Classic
2.1 Introduce
AvatarControllerClassic It's a AvatarController Alternative components , It allows users to manually map model joints to human joints , And track through sensors


2.2 Related properties
| Property: | Description: |
|---|---|
| Player Index | Player index ,0 Represents the first ,1 Represents the second |
| Mirrored Movement | Whether the character model faces the player |
| Vertical Movement | Whether the model allows vertical movement |
| Horizontal Movement | Whether the model can move horizontally |
| External Root Motion | Model root Whether the motion is applied by other components or scripts |
| Finger Orientations | Whether finger direction is allowed |
| Move Rate | The rate at which the model moves in the scene |
| Smooth Factor | Smoothing factor for model motion and joint rotation |
| Offset Node | The object of the game transform Is relative (optional). |
| Pos Relative to Camera | If enabled , The position of the model relative to the camera is relative to that of the player Kinect The position of the sensor is the same . |
| Pos Rel Overlay Color | Whether the position of the model matches the color image ( Only in Pos-rel-to-camera In mode ). |
| Grounded Feet | Whether the feet of the model must be pasted on the ground . |
| Apply Muscle Limits | Whether to apply the muscle limitation of human like model . |
| Flip Left Right | Whether it turns left and right relative to the sensor |
| Horizontal Offset | The horizontal offset of the character's position relative to the user's spine base . |
| Vertical Offset | The vertical offset of the character's position relative to the base of the user's spine . |
| Forward Offset | The forward offset of the character's position relative to the base of the user's spine . |
| Hip Center | The model position attribute is monitored from each joint , The same below |
| Spine | Avatar transform that will receive the respective user joint orientation. |
| Shoulder Center | Avatar transform that will receive the respective user joint orientation. |
| Neck | Avatar transform that will receive the respective user joint orientation. |
| Clavicle Left | Avatar transform that will receive the respective user joint orientation. |
| Shoulder Left | Avatar transform that will receive the respective user joint orientation. |
| Elbow Left | Avatar transform that will receive the respective user joint orientation. |
| Hand Left | Avatar transform that will receive the respective user joint orientation. |
| Fingers Left | Avatar transform that will receive the respective user joint orientation. |
| Thumb Left | Avatar transform that will receive the respective user joint orientation. |
| Clavicle Right | Avatar transform that will receive the respective user joint orientation. |
| Shoulder Right | Avatar transform that will receive the respective user joint orientation. |
| Elbow Right | Avatar transform that will receive the respective user joint orientation. |
| Hand Right | Avatar transform that will receive the respective user joint orientation. |
| Fingers Right | Avatar transform that will receive the respective user joint orientation. |
| Thumb Right | Avatar transform that will receive the respective user joint orientation. |
| Hip Left | Avatar transform that will receive the respective user joint orientation. |
| Knee Left | Avatar transform that will receive the respective user joint orientation. |
| Foot Left | Avatar transform that will receive the respective user joint orientation. |
| Hip Right | Avatar transform that will receive the respective user joint orientation. |
| Knee Right | Avatar transform that will receive the respective user joint orientation. |
| Foot Right | Avatar transform that will receive the respective user joint orientation. |
| BodyRoot | Model transform Will move through the player's posture , If not specified , Will use top-level transformation |
3.Avatar Scaler
3.1 Introduce
AvatarScaler It is a component that scales the body of a human model according to the body size of the tracked user .

3.2 attribute
| Property: | Description: |
|---|---|
| Player Index | Player index , Tracked by this component |
| Mirrored Avatar | Whether the model faces the player |
| Body Scale Factor | Body scale factor ( Including arms and legs ), It can be used for fine adjustment of model scale . |
| Body Width Factor | Body width scaling factor , It can be used to fine tune the width scale of the model . If set to 0, The body scale factor will be used for height and width scaling |
| Arm Scale Factor | The scaling factor attached to the arm , Used for fine-tuning the scale of the model arm |
| Leg Scale Factor | The scaling factor attached to the leg , For fine adjustment of model leg scale |
| Continuous Scaling | Whether the zoom is continuously updated Or calibration scale |
| Smooth Factor | Smoothness index when scaling continuously |
| Foreground Camera | The camera is used to cover the model on the background . |
| Debug Text | Show avatar-scaler Of debug messages UI Text |
4.Demo1 demonstration


5.Demo2 demonstration


For English documents, please see k2docs
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