A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
:) yes maybe is the GL stuff that uses CPU, but i've noticed that, differently from other software, in vvvv i need a smaller OSC buffer otherwise...
Hi elbows, the low CPU is just Unity related in fact for using this http://vvvv.org/contribution/kinect-multi-skeleton (we got a new version), in...
thank u indeed :D
actually facing the rotation problem into unity , hope will be solved soon :D
Hi all, i found this thread similar to something i faced lately, i'm trying to use 3d skeleton motion capture rotations to animate an avatar, how...
start from here http://vvvv.org/contribution/kinect-multi-skeleton so u will be update about it
http://vvvv.org/contribution/kinect-multi-skeleton
does anybody has ever faced that ?
Hi all, i 've an fbx human model with joints, now i would like to make it move using kineckt motion capture values,from kinect i have joints...
i should post a lot of code, and actually I dont get how it works, my goal is this : i have different fbx models with joint, I have a...
ok, for som strange reason now it worked, i declared public instead of private the variables i was using, thank you indeed for you interest, i...
_gObject = GameObject.Find(_label); Debug.Log(_gObject ); it doesnt print the object, and this function is called byt anohter NON...
I have a monoBehaviour that is instantiating throught the "new" keyoword, a custom class KJoint, isnide the KJoint class i try to get a reference...
Hi, I'm using a prefab fbx human body with joint, and i need to move them contestually to a motioncapture system, which is the better way ? Can...
Hi all, i've read already that a class not inheriting from MonoBahaviour cant do some stuff, actually, im creating a class to handle points...
thank u for all the hints, finally the solution was this : private Vector3 right; private Vector3 forward; daCam.transform.position =...
nice, transfrom.right indeed made the difference, btw i need absolute values not relative, i mean i have to move camera step by step, if i have a...
but how can be sure that for everyobject i'm moving perpendicularly to target ?
I thought the image i attached was clear.
well..i dont want the camera to orbitate cos is different from sliding camera along a perpendicular axis, is a different perspective.