Hello everyone and thanks in advance to anyone who'll help me through this !
I am currently working on the Kinect V2 (for XBox One) to interact with an avatar. I'd like to use the rotation quaternion that the SDK 2.0 give for each joint of the Skeleton. My avatar (virtual avatar of NAO robot) communicates through nautical angles, yaw, ptich and roll. There's no problem to convert quaternions into nautical angles, but here's my problem :
Let's take the shoulder as an example of joint; Where the Kinect express the rotation of my shoulder as a 3-axes rotation, I need to convert it into a 2-axes rotation. So for my shoulder I have a [Yaw, Pitch, Roll] from the Kinect, which I want to convert into a [Pitch, Roll] for NAO's avatar
At the beginning, I didn't see the problem; I just ignored the Yaw angle. But I rapidly noticed that the movement was not the same than in the Kinect (and it makes sense).
Can someone help me ? How can I convert a 3D 3-axes rotation into a 3D 2-axes rotation ?