Kinect skeleton position Z not working

Hi !

I´ve just started working with kinect V2 using this addon :

im tryng to get position z from the joints of the skeleton with no succes, the only thing i got is 0.

this is my code :

ofVec3f normalize(0, 0.5, -0.5);
	ofVec3f scale3(ofGetWidth(), ofGetHeight(), 0);


	auto bodies = kinect.getBodySource()->getBodies();
	const auto & bonesDictionary = ofxKinectForWindows2::Data::Body::getBonesAtlas();
	//ofPushMatrix();
	//ofTranslate(0, 0, -1500);
	for (auto body : bodies) {
		if (body.tracked) {


			
			ofPushMatrix();
			ofVec3f handLeftPos = (body.joints[JointType_HandLeft].getPosition() + normalize) * scale3;
			ofTranslate(handLeftPos.x, handLeftPos.y, handLeftPos.z);
			handLeftPos.y = scale3.y - handLeftPos.y;
			ofSetColor(0, 0, 255);
			ofSphere(0,0, handLeftPos.z);
			ofPopMatrix();

			ofPushMatrix();
			ofVec3f handRightPos = (body.joints[JointType_HandRight].getPosition() + normalize) * scale3;
			handRightPos.y = scale3.y - handRightPos.y;
			ofTranslate(handRightPos.x, handRightPos.y, handRightPos.z);
			ofSetColor(0, 255, 0);
			ofSphere(0, 0, handRightPos.z);
			ofPopMatrix();

			cout << "handLeftPos.z" << handLeftPos.z << endl;
			cout << "handRightPos.z" << handRightPos.z << endl;
			for (auto bone : bonesDictionary) {

				ofVec3f startPos = (body.joints[bone.first].getPosition() + normalize) * scale3;
				startPos.y = scale3.y - startPos.y;

				//ofSetColor(0);
				ofSphere(startPos.x, startPos.y, 10);

				ofVec3f endPos = (body.joints[bone.second].getPosition() + normalize) * scale3;
				endPos.y = scale3.y - endPos.y;

				//ofSetColor(255, 0, 0);
				ofSphere(endPos.x, endPos.y, 10);
			}
			
		}
	}
	//ofPopMatrix();

here you multiply your values by scale3 but scale3 has a z of 0
ofVec3f scale3(ofGetWidth(), ofGetHeight(), 0);

Finally i get it by making

int Numbody = 0;
	int index = 0;
	for (auto body : bodies) {
		if (body.tracked) {
			//Multiplico *1.1 para encajar las posiciones en relacion al escalado de la mascara que hice en el shader
			//Porque en el shader lo escale, entonces lo escalo acá para que encaje alla también
			//Todo esto de la mascara y demas me esta volviendo loco
			isbodytrack = true;

			float zminmap = 0.0;
			float zmaxmap = 3.2;
			if (Numbody == 0) {
				ofVec3f lala = body.joints[JointType_HandRight].getPositionInWorld();
				Z1 = lala.z;
				Z1 = ofMap(lala.z, zminmap, zmaxmap, 50, 0);
			}
			else if (Numbody == 1) {
				ofVec3f lala2 = body.joints[JointType_HandLeft].getPositionInWorld();
				Z2 = lala2.z;
				Z2 = ofMap(lala2.z, zminmap, zmaxmap, 50, 0);
			}
			

Also notice that .getPositionInDepthMap()); does not provide Z depth, only .getPositionInWorld();