Hi, my team recently got hands on Kinect and captured several animations. As an example, let's take an animation of drunk guy trying to walk. In opposition to all (pardon me if I'm wrong) standard Esenthel animations handled by Chr class, this one has a changing offset between body and (0,0,0) and due to that fact standard treatment (we're using classes derving from Chr)
doesn't suffice. Despite mesh and bones moving correctly, the physical body remains in the same place and mesh returns to this place after animation is done. As you can expect, this drunk guy doesn't really walk straight so I cannot replace walk/run animation and modify the speed of movement.
What is the correct/advised way to deal with this kind of situations? Should I somehow manually correct the pos of the Chr/it's actor using i.e.:
Code:
cskel.findBone("Body")->pos
(T.cskel.pos() doesn't change during animation)
or in similliar way? To be honest, I've been trying some of those manual corrections and didn't really figured out anything, instead I've got more and more confused.
Or maybe I should change the animation so that the skeleton stays in (0,0,0), get the path on which the drunk guy was initially supposed to walk on and manually change his actor position according to current time of animation?
Any suggestions? Thanks in advance