In the skeletal tracking Quickstart series video, we'll discuss:
- How skeleton data retrieves joint information for 20 joints (head, hands, hip center, etc)
- How skeletal tracking works and how you can choose what skeletons to track using tracking IDs.
- How you can tweak TransformSmoothParameters based on your applications needs (responsiveness versus smoothness)
- How you can use the built-in depth mapping methods to map a skeletal joint’s position into depth and color space
- How you can use the Coding4Fun Toolkit to scale the skeletal joint value to make it easier for users of your application to not have to extend their reach when using your hand as a cursor
- How to use the SkeletonViewer to visualize all joints returned by Kinect including whether those joints are not tracked.