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	<title>Comments for No Pity for the Masses</title>
	<atom:link href="http://www.seethroughskin.com/blog/?feed=comments-rss2" rel="self" type="application/rss+xml" />
	<link>http://www.seethroughskin.com/blog</link>
	<description>Make words, not pie</description>
	<lastBuildDate>Thu, 19 Apr 2012 15:41:27 +0000</lastBuildDate>
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		<title>Comment on Ogre WPF&#8217;ness by Jared Thirsk</title>
		<link>http://www.seethroughskin.com/blog/?p=848&#038;cpage=1#comment-26121</link>
		<dc:creator>Jared Thirsk</dc:creator>
		<pubDate>Thu, 19 Apr 2012 15:41:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.seethroughskin.com/blog/?p=848#comment-26121</guid>
		<description>I see FPS from 55-65 currently in my game via WPF Perforator, and Ogre reports a higher FPS (~100), (but these numbers are capped by WPF render event frequency, so I don&#039;t know how much performance room I have to spare and keep a good framerate).</description>
		<content:encoded><![CDATA[<p>I see FPS from 55-65 currently in my game via WPF Perforator, and Ogre reports a higher FPS (~100), (but these numbers are capped by WPF render event frequency, so I don&#8217;t know how much performance room I have to spare and keep a good framerate).</p>
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		<title>Comment on Unity3d and Microsoft Kinect SDK by admin</title>
		<link>http://www.seethroughskin.com/blog/?p=1159&#038;cpage=1#comment-23503</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Wed, 14 Mar 2012 23:41:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.seethroughskin.com/blog/?p=1159#comment-23503</guid>
		<description>&lt;a href=&quot;#comment-23463&quot; rel=&quot;nofollow&quot;&gt;@ushadow &lt;/a&gt; 
When I wrote this post the EULA was for the beta SDK which gave ownership of publicized code to Microsoft.  Some folks argued this only meant code based on their samples but I didn&#039;t want to chance it.  Additionally you were not allowed to distribute your software in any legitimate way outside of personal use.

The new EULA, for the Kinect For Windows, is equally flawed.  Specifically this (Section 2, Subsection (ii)): &quot;...that it is intended for use only with the Kinect for Windows sensor.&quot;  It is explicit that code cannot be developed for the XBOX 360&#039;s Kinect unless it is for test purposes only. 

And this (Section 3): &quot;You may not work around any technical limitations in the software&quot; 

That&#039;s why I still use the open source drivers.  But who knows, Microsoft could do something similar to Sony and claim that it is illegal to modify hardware you own.  I&#039;d then be forced to use the new Kinect and their SDK.  Hopefully it doesn&#039;t come to that.</description>
		<content:encoded><![CDATA[<p><a href="#comment-23463" rel="nofollow">@ushadow </a><br />
When I wrote this post the EULA was for the beta SDK which gave ownership of publicized code to Microsoft.  Some folks argued this only meant code based on their samples but I didn&#8217;t want to chance it.  Additionally you were not allowed to distribute your software in any legitimate way outside of personal use.</p>
<p>The new EULA, for the Kinect For Windows, is equally flawed.  Specifically this (Section 2, Subsection (ii)): &#8220;&#8230;that it is intended for use only with the Kinect for Windows sensor.&#8221;  It is explicit that code cannot be developed for the XBOX 360&#8242;s Kinect unless it is for test purposes only. </p>
<p>And this (Section 3): &#8220;You may not work around any technical limitations in the software&#8221; </p>
<p>That&#8217;s why I still use the open source drivers.  But who knows, Microsoft could do something similar to Sony and claim that it is illegal to modify hardware you own.  I&#8217;d then be forced to use the new Kinect and their SDK.  Hopefully it doesn&#8217;t come to that.</p>
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		<title>Comment on Unity3d and Microsoft Kinect SDK by ushadow</title>
		<link>http://www.seethroughskin.com/blog/?p=1159&#038;cpage=1#comment-23463</link>
		<dc:creator>ushadow</dc:creator>
		<pubDate>Tue, 13 Mar 2012 16:45:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.seethroughskin.com/blog/?p=1159#comment-23463</guid>
		<description>Hello,

What kind of restrictions of the Microsoft Kinect SDK that forced you to switch to the open source drivers? I assume that you are referring to the new Kinect for Windows SDK that can be used for commercial use.</description>
		<content:encoded><![CDATA[<p>Hello,</p>
<p>What kind of restrictions of the Microsoft Kinect SDK that forced you to switch to the open source drivers? I assume that you are referring to the new Kinect for Windows SDK that can be used for commercial use.</p>
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		<title>Comment on Unity3d and Microsoft Kinect SDK by admin</title>
		<link>http://www.seethroughskin.com/blog/?p=1159&#038;cpage=1#comment-22400</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Sat, 25 Feb 2012 08:18:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.seethroughskin.com/blog/?p=1159#comment-22400</guid>
		<description>&lt;a href=&quot;#comment-22371&quot; rel=&quot;nofollow&quot;&gt;@zerodio &lt;/a&gt; 

Yes, there are drivers available from several users for direct integration.  I have modified my post accordingly.  I should note that I don&#039;t actively use this code any more.</description>
		<content:encoded><![CDATA[<p><a href="#comment-22371" rel="nofollow">@zerodio </a> </p>
<p>Yes, there are drivers available from several users for direct integration.  I have modified my post accordingly.  I should note that I don&#8217;t actively use this code any more.</p>
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		<title>Comment on Unity3d and Microsoft Kinect SDK by zerodio</title>
		<link>http://www.seethroughskin.com/blog/?p=1159&#038;cpage=1#comment-22371</link>
		<dc:creator>zerodio</dc:creator>
		<pubDate>Fri, 24 Feb 2012 02:28:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.seethroughskin.com/blog/?p=1159#comment-22371</guid>
		<description>Now, some people use the new version of Microsoft KINWCT use in the UNITY?</description>
		<content:encoded><![CDATA[<p>Now, some people use the new version of Microsoft KINWCT use in the UNITY?</p>
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		<title>Comment on Unity3d and Microsoft Kinect SDK by Yorman</title>
		<link>http://www.seethroughskin.com/blog/?p=1159&#038;cpage=1#comment-22129</link>
		<dc:creator>Yorman</dc:creator>
		<pubDate>Wed, 15 Feb 2012 14:19:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.seethroughskin.com/blog/?p=1159#comment-22129</guid>
		<description>Hello

congratulations on the project, I try to look at it and I will comment</description>
		<content:encoded><![CDATA[<p>Hello</p>
<p>congratulations on the project, I try to look at it and I will comment</p>
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		<title>Comment on Free Form Deformation by sandar</title>
		<link>http://www.seethroughskin.com/blog/?p=619&#038;cpage=1#comment-22114</link>
		<dc:creator>sandar</dc:creator>
		<pubDate>Wed, 15 Feb 2012 02:52:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.seethroughskin.com/blog/?p=619#comment-22114</guid>
		<description>Thank Jerdak, for giving me supports from your site . now I am doing my dissertation related to FFD .
Regards,</description>
		<content:encoded><![CDATA[<p>Thank Jerdak, for giving me supports from your site . now I am doing my dissertation related to FFD .<br />
Regards,</p>
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		<title>Comment on DC Universe Online: 18 Days In by admin</title>
		<link>http://www.seethroughskin.com/blog/?p=901&#038;cpage=1#comment-19671</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Mon, 21 Nov 2011 23:50:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.seethroughskin.com/blog/?p=901#comment-19671</guid>
		<description>&lt;a href=&quot;#comment-19649&quot; rel=&quot;nofollow&quot;&gt;@John Locke &lt;/a&gt; 

Maybe 7 hours?  Most of the side missions are weak sauce fetch quests.  I left the game before the Green Lantern stuff came through so I don&#039;t know how long those would take.</description>
		<content:encoded><![CDATA[<p><a href="#comment-19649" rel="nofollow">@John Locke </a> </p>
<p>Maybe 7 hours?  Most of the side missions are weak sauce fetch quests.  I left the game before the Green Lantern stuff came through so I don&#8217;t know how long those would take.</p>
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		<title>Comment on DC Universe Online: 18 Days In by John Locke</title>
		<link>http://www.seethroughskin.com/blog/?p=901&#038;cpage=1#comment-19649</link>
		<dc:creator>John Locke</dc:creator>
		<pubDate>Mon, 21 Nov 2011 00:36:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.seethroughskin.com/blog/?p=901#comment-19649</guid>
		<description>How many hours does it take to beat the main quest? And what about all the &#039;good&#039; sidemissions, like the Green Lantern thing?</description>
		<content:encoded><![CDATA[<p>How many hours does it take to beat the main quest? And what about all the &#8216;good&#8217; sidemissions, like the Green Lantern thing?</p>
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		<title>Comment on KinectSDK Joint Orientation by admin</title>
		<link>http://www.seethroughskin.com/blog/?p=1186&#038;cpage=1#comment-18252</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Sun, 02 Oct 2011 01:08:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.seethroughskin.com/blog/?p=1186#comment-18252</guid>
		<description>&lt;a href=&quot;#comment-18240&quot; rel=&quot;nofollow&quot;&gt;@Quelas &lt;/a&gt; 

My response below:
There are 3 places I can see creating problems, and please pardon me if I misunderstand something:
“The Axis is a vertical vector…..”
You mention that this is a vertical vector to the old and new vectors between shoulder and elbow. Is this vector created in some way by the new and old vectors or did you just mean you are rotating your elbow-&gt; shoulder vector relative to a stationary vertical axis? The way I read your comment was that you create a new vertical axis each time you need to calculate the position of your elbow-&gt;shoulder bone. The vertical axis you choose should remain constant. In my case, I always rotate relative to the global UP axis of my system: Vector3(0,1,0).
“And the angle can I get from the Angle between the actual Vector…..”
The function you mention, cos(alfa) =v_new * v_old / &#124;v_new&#124;*&#124;v_old&#124;, isn’t a signed angle. Example: The angle between Vector(0,1,0) and Vector(1,1,0) equals the angle between Vector(0,1,0) and Vector(-1,1,0). Does that make any sense? Basically you need a function to calculate the angle between 2 vectors relative to another vector. I don’t have the formula handy but take a look at my function ‘AngleBetween’ in https://github.com/Jerdak/KinectDaemon/blob/master/Unity3D/Client.cs
“Than I multiply the rotationmatrix with the last rotationmatrix and the Dll send this matrix to the renderer”
Make sure the order multiplication is correct. From the Rotation_Matrix wiki: “For n greater than 2, multiplication of n×n rotation matrices is not commutative.” A * B != B * A. Additionally, you shouldn’t need to multiply your rotation matrices each frame. Say my arm is straight down at my side and I raise it to the side by 45 degrees. Then I rotate it another 12 degrees to the side. It’s safer to simply create a new rotation matrix for the 57(45+12) degrees rather than multiplying 2 rotation matrices together.</description>
		<content:encoded><![CDATA[<p><a href="#comment-18240" rel="nofollow">@Quelas </a> </p>
<p>My response below:<br />
There are 3 places I can see creating problems, and please pardon me if I misunderstand something:<br />
“The Axis is a vertical vector…..”<br />
You mention that this is a vertical vector to the old and new vectors between shoulder and elbow. Is this vector created in some way by the new and old vectors or did you just mean you are rotating your elbow-> shoulder vector relative to a stationary vertical axis? The way I read your comment was that you create a new vertical axis each time you need to calculate the position of your elbow->shoulder bone. The vertical axis you choose should remain constant. In my case, I always rotate relative to the global UP axis of my system: Vector3(0,1,0).<br />
“And the angle can I get from the Angle between the actual Vector…..”<br />
The function you mention, cos(alfa) =v_new * v_old / |v_new|*|v_old|, isn’t a signed angle. Example: The angle between Vector(0,1,0) and Vector(1,1,0) equals the angle between Vector(0,1,0) and Vector(-1,1,0). Does that make any sense? Basically you need a function to calculate the angle between 2 vectors relative to another vector. I don’t have the formula handy but take a look at my function ‘AngleBetween’ in <a href="https://github.com/Jerdak/KinectDaemon/blob/master/Unity3D/Client.cs" rel="nofollow">https://github.com/Jerdak/KinectDaemon/blob/master/Unity3D/Client.cs</a><br />
“Than I multiply the rotationmatrix with the last rotationmatrix and the Dll send this matrix to the renderer”<br />
Make sure the order multiplication is correct. From the Rotation_Matrix wiki: “For n greater than 2, multiplication of n×n rotation matrices is not commutative.” A * B != B * A. Additionally, you shouldn’t need to multiply your rotation matrices each frame. Say my arm is straight down at my side and I raise it to the side by 45 degrees. Then I rotate it another 12 degrees to the side. It’s safer to simply create a new rotation matrix for the 57(45+12) degrees rather than multiplying 2 rotation matrices together.</p>
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