'Azure Kinect DK, Body tracking: Mapping separate avatars on separate skeletons

To recreate my issue, I've setup a project in Unity3d 2020, using this sample project. Here I can successfully map an avatar to a single skeleton. In my project, however, I want to map multiple skeletons - not only the closest, as the sample provides.

This far I've successfully rendered multiple skeletons, but when I try to map separate avatars on each of them - the two avatars will follow the motion of only one of the skeletons in the scene.

The following code is used to setup the avatars:

var avatarPrefab = Instantiate(avatarPrefab, new Vector3(0,0,0), Quaterion.identity);
avatarPrefab.GetComponent<PuppetAvatar>().KinectDevice = this;
avatarPrefab.GetComponent<PuppetAvatar>().CharacterRootTransform = avatarPrefab.transform;
avatarPrefab.GetComponent<PuppetAvatar>().RootPosition = this.transform.GetChild(i).transform.GetChild(0).gameObject; // gets the pelvis of each "rootBody" prefab.

The creator of the PuppetAvatar.cs script has yet to release any updates to support multibody tracking, but I posed a similar question in this thread.



Solution 1:[1]

Take a look at MoveBox: https://github.com/microsoft/MoveBox-for-Microsoft-Rocketbox

Movebox can parser the SMPL body models extracted by an external tool for 3D multi-person human pose estimation from RGB videos.

And it supports Azure Kinect DK

Sources

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Source: Stack Overflow

Solution Source
Solution 1 asergaz