Skip to content

ofxKinectNui::getSkeletonPoints loses skeleton ID #7

@jeffcrouse

Description

@jeffcrouse

In previous commits, you could use the indices of the skeletonPoints array to track skeletons across frames since each skeleton would stay at the same index. This was a very handy feature. For one thing, it let you associate it with a player silhouette ID. It also made it much easier to determine when a skeleton leaves the interaction area because you could say, for instance, if skeletonPoints[3] hasn't been valid for >2 seconds, it's gone.

The current getSkeletonPoints method disassociates the skeleton from its place in the kinect::nui::SkeletonFrame::SKELETON_COUNT and puts it at an index based on how many valid skeletons there are. This seems like a significant loss to me.

I think that this was possibly done so that invalid skeletons aren't recorded. I have a few ideas for solutions, but are there any other reasons? Is there any reason why the skeleton's ID shouldn't be used for this kind of tracking?

BTW: we used your addon for this project: http://www.creativeapplications.net/openframeworks/paik-times-five-by-flightphase/

So thanks!

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions