Kinect coordinate system conversion

Hi,

I’m trying to implement Kinect 2 for Unreal Engine 4. I’m receiving the raw data via UDP. I want to move the skeleton non mirrored. The main problem so far are the two different coordinate systems. I tried to find some resources about the Kinect coordinates and already switched the Axis at Unreal quaternion creation. The arms and legs are moving quite right but altogether the whole skeleton looks off.

What I’m doing so far:

FQuat *quaternion new FQuat(orientation.y, orientation.z, orientation.x, orientation.w);
FRotator rotator = quaternion->Rotator();

Does anyone know the formula for this conversion? Do I have to rotate or invert any axis?

18510-kinect_bones.gif

18521-kinect_test.gif

Thanks!

Hi, i got the same problem (except that i’ve made the conversion quaternion => to rotator directly in blueprint following this )

79148-rpy.png

,

did you fin any solution ?

Des bises.