質問編集履歴
3
質問内容を具体的に修正
test
CHANGED
@@ -1 +1 @@
|
|
1
|
-
|
1
|
+
KinectV2を使って Unityちゃんを動かしたい!
|
test
CHANGED
@@ -10,43 +10,361 @@
|
|
10
10
|
|
11
11
|
kinect for windows : [リンク](https://www.microsoft.com/en-us/download/details.aspx?id=44561) からダウンロードしてきたものをインポートする
|
12
12
|
|
13
|
-
ことはできたのですが、スクリプト
|
14
|
-
|
15
|
-
|
16
|
-
|
17
|
-
|
18
|
-
|
19
|
-
|
20
|
-
|
21
|
-
|
22
|
-
|
23
|
-
|
24
|
-
|
25
|
-
|
26
|
-
|
27
|
-
|
28
|
-
|
29
|
-
|
30
|
-
|
31
|
-
|
32
|
-
|
33
|
-
|
34
|
-
|
35
|
-
|
36
|
-
|
37
|
-
|
38
|
-
|
39
|
-
u
|
40
|
-
|
41
|
-
|
42
|
-
|
43
|
-
|
44
|
-
|
45
|
-
|
46
|
-
|
47
|
-
|
48
|
-
|
49
|
-
|
13
|
+
ことはできたのですが、KinectAvatarのスクリプトがエラーがたくさんでてしまいます。
|
14
|
+
|
15
|
+
|
16
|
+
|
17
|
+
```ここに言語を入力
|
18
|
+
|
19
|
+
using UnityEngine;
|
20
|
+
|
21
|
+
using System.Collections;
|
22
|
+
|
23
|
+
using Windows.Kinect;
|
24
|
+
|
25
|
+
using System.Collections.Generic;
|
26
|
+
|
27
|
+
using System.Linq;
|
28
|
+
|
29
|
+
|
30
|
+
|
31
|
+
public class KinectAvatar : MonoBehaviour {
|
32
|
+
|
33
|
+
|
34
|
+
|
35
|
+
public bool IsMirror = true;
|
36
|
+
|
37
|
+
|
38
|
+
|
39
|
+
public BodySourceManager _BodyManager;
|
40
|
+
|
41
|
+
public GameObject _UnityChan;
|
42
|
+
|
43
|
+
|
44
|
+
|
45
|
+
public GameObject Ref;
|
46
|
+
|
47
|
+
public GameObject Hips;
|
48
|
+
|
49
|
+
public GameObject LeftUpLeg;
|
50
|
+
|
51
|
+
public GameObject LeftLeg;
|
52
|
+
|
53
|
+
public GameObject RightUpLeg;
|
54
|
+
|
55
|
+
public GameObject RightLeg;
|
56
|
+
|
57
|
+
public GameObject Spine1;
|
58
|
+
|
59
|
+
public GameObject Spine2;
|
60
|
+
|
61
|
+
public GameObject LeftShoulder;
|
62
|
+
|
63
|
+
public GameObject LeftArm;
|
64
|
+
|
65
|
+
public GameObject LeftForeArm;
|
66
|
+
|
67
|
+
public GameObject LeftHand;
|
68
|
+
|
69
|
+
public GameObject RightShoulder;
|
70
|
+
|
71
|
+
public GameObject RightArm;
|
72
|
+
|
73
|
+
public GameObject RightForeArm;
|
74
|
+
|
75
|
+
public GameObject RightHand;
|
76
|
+
|
77
|
+
public GameObject Neck;
|
78
|
+
|
79
|
+
public GameObject Head;
|
80
|
+
|
81
|
+
|
82
|
+
|
83
|
+
|
84
|
+
|
85
|
+
// Use this for initialization
|
86
|
+
|
87
|
+
void Start () {
|
88
|
+
|
89
|
+
Ref = _UnityChan.transform.FindChild( "Character1_Reference" ).gameObject;
|
90
|
+
|
91
|
+
|
92
|
+
|
93
|
+
Hips = Ref.gameObject.transform.FindChild( "Character1_Hips" ).gameObject;
|
94
|
+
|
95
|
+
LeftUpLeg = Hips.transform.FindChild( "Character1_LeftUpLeg" ).gameObject;
|
96
|
+
|
97
|
+
LeftLeg = LeftUpLeg.transform.FindChild( "Character1_LeftLeg" ).gameObject;
|
98
|
+
|
99
|
+
RightUpLeg = Hips.transform.FindChild( "Character1_RightUpLeg" ).gameObject;
|
100
|
+
|
101
|
+
RightLeg = RightUpLeg.transform.FindChild( "Character1_RightLeg" ).gameObject;
|
102
|
+
|
103
|
+
Spine1 = Hips.transform.FindChild( "Character1_Spine" ).
|
104
|
+
|
105
|
+
gameObject.transform.FindChild( "Character1_Spine1" ).gameObject;
|
106
|
+
|
107
|
+
Spine2 = Spine1.transform.FindChild( "Character1_Spine2" ).gameObject;
|
108
|
+
|
109
|
+
LeftShoulder = Spine2.transform.FindChild( "Character1_LeftShoulder" ).gameObject;
|
110
|
+
|
111
|
+
LeftArm = LeftShoulder.transform.FindChild( "Character1_LeftArm" ).gameObject;
|
112
|
+
|
113
|
+
LeftForeArm = LeftArm.transform.FindChild( "Character1_LeftForeArm" ).gameObject;
|
114
|
+
|
115
|
+
LeftHand = LeftForeArm.transform.FindChild( "Character1_LeftHand" ).gameObject;
|
116
|
+
|
117
|
+
RightShoulder = Spine2.transform.FindChild( "Character1_RightShoulder" ).gameObject;
|
118
|
+
|
119
|
+
RightArm = RightShoulder.transform.FindChild( "Character1_RightArm" ).gameObject;
|
120
|
+
|
121
|
+
RightForeArm = RightArm.transform.FindChild( "Character1_RightForeArm" ).gameObject;
|
122
|
+
|
123
|
+
RightHand = RightForeArm.transform.FindChild( "Character1_RightHand" ).gameObject;
|
124
|
+
|
125
|
+
Neck = Spine2.transform.FindChild( "Character1_Neck" ).gameObject;
|
126
|
+
|
127
|
+
Head = Neck.transform.FindChild( "Character1_Head" ).gameObject;
|
128
|
+
|
129
|
+
}
|
130
|
+
|
131
|
+
|
132
|
+
|
133
|
+
// Update is called once per frame
|
134
|
+
|
135
|
+
void Update () {
|
136
|
+
|
137
|
+
if ( _BodyManager == null ) {
|
138
|
+
|
139
|
+
Debug.Log( "_BodyManager == null" );
|
140
|
+
|
141
|
+
return;
|
142
|
+
|
143
|
+
}
|
144
|
+
|
145
|
+
|
146
|
+
|
147
|
+
// Bodyデータを取得する
|
148
|
+
|
149
|
+
var data = _BodyManager.GetData();
|
150
|
+
|
151
|
+
if ( data == null ) {
|
152
|
+
|
153
|
+
return;
|
154
|
+
|
155
|
+
}
|
156
|
+
|
157
|
+
|
158
|
+
|
159
|
+
// 最初に追跡している人を取得する
|
160
|
+
|
161
|
+
var body = data.FirstOrDefault( b => b.IsTracked );
|
162
|
+
|
163
|
+
if ( body == null ) {
|
164
|
+
|
165
|
+
return;
|
166
|
+
|
167
|
+
}
|
168
|
+
|
169
|
+
|
170
|
+
|
171
|
+
// 床の傾きを取得する
|
172
|
+
|
173
|
+
var floorPlane = _BodyManager.FloorClipPlane;
|
174
|
+
|
175
|
+
var comp = Quaternion.FromToRotation(
|
176
|
+
|
177
|
+
new Vector3( floorPlane.X, floorPlane.Y, floorPlane.Z ), Vector3.up );
|
178
|
+
|
179
|
+
|
180
|
+
|
181
|
+
// 関節の回転を取得する
|
182
|
+
|
183
|
+
var joints = body.JointOrientations;
|
184
|
+
|
185
|
+
|
186
|
+
|
187
|
+
Quaternion SpineBase;
|
188
|
+
|
189
|
+
Quaternion SpineMid;
|
190
|
+
|
191
|
+
Quaternion SpineShoulder;
|
192
|
+
|
193
|
+
Quaternion ShoulderLeft;
|
194
|
+
|
195
|
+
Quaternion ShoulderRight;
|
196
|
+
|
197
|
+
Quaternion ElbowLeft;
|
198
|
+
|
199
|
+
Quaternion WristLeft;
|
200
|
+
|
201
|
+
Quaternion HandLeft;
|
202
|
+
|
203
|
+
Quaternion ElbowRight;
|
204
|
+
|
205
|
+
Quaternion WristRight;
|
206
|
+
|
207
|
+
Quaternion HandRight;
|
208
|
+
|
209
|
+
Quaternion KneeLeft;
|
210
|
+
|
211
|
+
Quaternion AnkleLeft;
|
212
|
+
|
213
|
+
Quaternion KneeRight;
|
214
|
+
|
215
|
+
Quaternion AnkleRight;
|
216
|
+
|
217
|
+
|
218
|
+
|
219
|
+
// 鏡
|
220
|
+
|
221
|
+
if ( IsMirror ) {
|
222
|
+
|
223
|
+
SpineBase = joints[JointType.SpineBase].Orientation.ToMirror().ToQuaternion( comp );
|
224
|
+
|
225
|
+
SpineMid = joints[JointType.SpineMid].Orientation.ToMirror().ToQuaternion( comp );
|
226
|
+
|
227
|
+
SpineShoulder = joints[JointType.SpineShoulder].Orientation.ToMirror().ToQuaternion( comp );
|
228
|
+
|
229
|
+
ShoulderLeft = joints[JointType.ShoulderRight].Orientation.ToMirror().ToQuaternion( comp );
|
230
|
+
|
231
|
+
ShoulderRight = joints[JointType.ShoulderLeft].Orientation.ToMirror().ToQuaternion( comp );
|
232
|
+
|
233
|
+
ElbowLeft = joints[JointType.ElbowRight].Orientation.ToMirror().ToQuaternion( comp );
|
234
|
+
|
235
|
+
WristLeft = joints[JointType.WristRight].Orientation.ToMirror().ToQuaternion( comp );
|
236
|
+
|
237
|
+
HandLeft = joints[JointType.HandRight].Orientation.ToMirror().ToQuaternion( comp );
|
238
|
+
|
239
|
+
ElbowRight = joints[JointType.ElbowLeft].Orientation.ToMirror().ToQuaternion( comp );
|
240
|
+
|
241
|
+
WristRight = joints[JointType.WristLeft].Orientation.ToMirror().ToQuaternion( comp );
|
242
|
+
|
243
|
+
HandRight = joints[JointType.HandLeft].Orientation.ToMirror().ToQuaternion( comp );
|
244
|
+
|
245
|
+
KneeLeft = joints[JointType.KneeRight].Orientation.ToMirror().ToQuaternion( comp );
|
246
|
+
|
247
|
+
AnkleLeft = joints[JointType.AnkleRight].Orientation.ToMirror().ToQuaternion( comp );
|
248
|
+
|
249
|
+
KneeRight = joints[JointType.KneeLeft].Orientation.ToMirror().ToQuaternion( comp );
|
250
|
+
|
251
|
+
AnkleRight = joints[JointType.AnkleLeft].Orientation.ToMirror().ToQuaternion( comp );
|
252
|
+
|
253
|
+
}
|
254
|
+
|
255
|
+
// そのまま
|
256
|
+
|
257
|
+
else {
|
258
|
+
|
259
|
+
SpineBase = joints[JointType.SpineBase].Orientation.ToQuaternion( comp );
|
260
|
+
|
261
|
+
SpineMid = joints[JointType.SpineMid].Orientation.ToQuaternion( comp );
|
262
|
+
|
263
|
+
SpineShoulder = joints[JointType.SpineShoulder].Orientation.ToQuaternion( comp );
|
264
|
+
|
265
|
+
ShoulderLeft = joints[JointType.ShoulderLeft].Orientation.ToQuaternion( comp );
|
266
|
+
|
267
|
+
ShoulderRight = joints[JointType.ShoulderRight].Orientation.ToQuaternion( comp );
|
268
|
+
|
269
|
+
ElbowLeft = joints[JointType.ElbowLeft].Orientation.ToQuaternion( comp );
|
270
|
+
|
271
|
+
WristLeft = joints[JointType.WristLeft].Orientation.ToQuaternion( comp );
|
272
|
+
|
273
|
+
HandLeft = joints[JointType.HandLeft].Orientation.ToQuaternion( comp );
|
274
|
+
|
275
|
+
ElbowRight = joints[JointType.ElbowRight].Orientation.ToQuaternion( comp );
|
276
|
+
|
277
|
+
WristRight = joints[JointType.WristRight].Orientation.ToQuaternion( comp );
|
278
|
+
|
279
|
+
HandRight = joints[JointType.HandRight].Orientation.ToQuaternion( comp );
|
280
|
+
|
281
|
+
KneeLeft = joints[JointType.KneeLeft].Orientation.ToQuaternion( comp );
|
282
|
+
|
283
|
+
AnkleLeft = joints[JointType.AnkleLeft].Orientation.ToQuaternion( comp );
|
284
|
+
|
285
|
+
KneeRight = joints[JointType.KneeRight].Orientation.ToQuaternion( comp );
|
286
|
+
|
287
|
+
AnkleRight = joints[JointType.AnkleRight].Orientation.ToQuaternion( comp );
|
288
|
+
|
289
|
+
}
|
290
|
+
|
291
|
+
|
292
|
+
|
293
|
+
// 関節の回転を計算する
|
294
|
+
|
295
|
+
var q = transform.rotation;
|
296
|
+
|
297
|
+
transform.rotation = Quaternion.identity;
|
298
|
+
|
299
|
+
|
300
|
+
|
301
|
+
var comp2 = Quaternion.AngleAxis( 90, new Vector3( 0, 1, 0 ) ) *
|
302
|
+
|
303
|
+
Quaternion.AngleAxis( -90, new Vector3( 0, 0, 1 ) );
|
304
|
+
|
305
|
+
|
306
|
+
|
307
|
+
Spine1.transform.rotation = SpineMid * comp2;
|
308
|
+
|
309
|
+
|
310
|
+
|
311
|
+
RightArm.transform.rotation = ElbowRight * comp2;
|
312
|
+
|
313
|
+
RightForeArm.transform.rotation = WristRight * comp2;
|
314
|
+
|
315
|
+
RightHand.transform.rotation = HandRight * comp2;
|
316
|
+
|
317
|
+
|
318
|
+
|
319
|
+
LeftArm.transform.rotation = ElbowLeft * comp2;
|
320
|
+
|
321
|
+
LeftForeArm.transform.rotation = WristLeft * comp2;
|
322
|
+
|
323
|
+
LeftHand.transform.rotation = HandLeft * comp2;
|
324
|
+
|
325
|
+
|
326
|
+
|
327
|
+
RightUpLeg.transform.rotation = KneeRight * comp2;
|
328
|
+
|
329
|
+
RightLeg.transform.rotation = AnkleRight * comp2;
|
330
|
+
|
331
|
+
|
332
|
+
|
333
|
+
LeftUpLeg.transform.rotation = KneeLeft * Quaternion.AngleAxis( -90, new Vector3( 0, 0, 1 ) );
|
334
|
+
|
335
|
+
LeftLeg.transform.rotation = AnkleLeft * Quaternion.AngleAxis( -90, new Vector3( 0, 0, 1 ) );
|
336
|
+
|
337
|
+
|
338
|
+
|
339
|
+
// モデルの回転を設定する
|
340
|
+
|
341
|
+
transform.rotation = q;
|
342
|
+
|
343
|
+
|
344
|
+
|
345
|
+
// モデルの位置を移動する
|
346
|
+
|
347
|
+
var pos = body.Joints[JointType.SpineMid].Position;
|
348
|
+
|
349
|
+
Ref.transform.position = new Vector3( -pos.X, pos.Y, -pos.Z );
|
350
|
+
|
351
|
+
}
|
352
|
+
|
353
|
+
}
|
354
|
+
|
355
|
+
|
356
|
+
|
357
|
+
```
|
358
|
+
|
359
|
+
- Assets/KinectAvatar.cs(78,39): error CS1061: Type `BodySourceManager' does not contain a definition for `FloorClipPlane' and no extension method `FloorClipPlane' of type `BodySourceManager' could be found. Are you missing an assembly reference?
|
360
|
+
|
361
|
+
|
362
|
+
|
363
|
+
-Assets/KinectAvatar.cs(103,65): error CS1061: Type `Windows.Kinect.Vector4' does not contain a definition for `ToMirror' and no extension method `ToMirror' of type `Windows.Kinect.Vector4' could be found. Are you missing an assembly reference?
|
364
|
+
|
365
|
+
|
366
|
+
|
367
|
+
- Assets/KinectAvatar.cs(121,65): error CS1061: Type `Windows.Kinect.Vector4' does not contain a definition for `ToQuaternion' and no extension method `ToQuaternion' of type `Windows.Kinect.Vector4' could be found. Are you missing an assembly reference?
|
50
368
|
|
51
369
|
|
52
370
|
|
@@ -56,4 +374,4 @@
|
|
56
374
|
|
57
375
|
|
58
376
|
|
59
|
-
windows 10 , unity201
|
377
|
+
windows 10 , unity2017.1 , kinect v2 , visualstudio2017 ,
|
2
URLの修正
test
CHANGED
File without changes
|
test
CHANGED
@@ -8,7 +8,7 @@
|
|
8
8
|
|
9
9
|
|
10
10
|
|
11
|
-
kinect for windows : [リンク](http://www.microsoft.com/en-us/
|
11
|
+
kinect for windows : [リンク](https://www.microsoft.com/en-us/download/details.aspx?id=44561) からダウンロードしてきたものをインポートする
|
12
12
|
|
13
13
|
ことはできたのですが、スクリプトに以下のようなエラーが出て動きません。
|
14
14
|
|
1
誤字
test
CHANGED
File without changes
|
test
CHANGED
@@ -8,7 +8,7 @@
|
|
8
8
|
|
9
9
|
|
10
10
|
|
11
|
-
|
11
|
+
kinect for windows : [リンク](http://www.microsoft.com/en-us/kinectforwindows/default.aspx) からダウンロードしてきたものをインポートする
|
12
12
|
|
13
13
|
ことはできたのですが、スクリプトに以下のようなエラーが出て動きません。
|
14
14
|
|