Hello
Im playing with ofxNI2 and trying to apply the quaternion coming from a skeleton joint to a 3d model, but im not able to make the model rotate, i know that the quaternion contain data as im able to print the angles of that joint.
Maybe im making some dumb mistake in my code
for (int i = 0; i < tracker.getNumUser(); i++)
{
ofxNiTE2::User::Ref user = tracker.getUser(i);
const ofxNiTE2::Joint &joint = user->getJoint(nite::JOINT_HEAD);
ofPushMatrix();
ofEnableDepthTest();
ofTranslate(user->head);
auto rot = joint.getOrientationQuat();
float angle = glm::angle(rot);
glm::vec3 axis = glm::axis(rot);
ofRotate(angle, axis.x, axis.y, axis.z);
ofNoFill();
model.drawFaces();
ofDrawBox(0, 0, 0, 200);
ofDisableDepthTest();
ofPopMatrix();
}
Also i know that that joint have data because if i do, it works but i do not want to have the translation of that because im drawing over the rgb frame in 2d
joint.transformGL();
ofDrawBox(300);
joint.restoreTransformGL();
Thank you!