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How I can pull rotation matrix ? #237
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Edit: I'm assuming you are speaking about the "facemesh" like solutions, true? From what I know you need to calculate it (I don't know if this Package has some utility for that). What I do is:
With that vector you should be able to do what you want. |
Hi DrQwertySilence, thank you for explanation, I'm using shoe example. I want to render my own shoe game object using detected 3D Bounding Box. Which scripts are u using to manipulate/pull rotation/translation data ? |
I was hoping that these 3 rotations (x,y,z) calculated somewhere in the project already and I can use it to render and rotate my objects. Do you know by chance how can I do this? |
I saw that there was the addition of RotationAngle in the HolisticLandmarkListAnnotation.cs and also in a HierarchicalAnnotation.cs script but couldn't find an example in pose or holistic samples that reads these rotation angle values |
@holaworlds @ROBYER1 Did you get any solutions ? |
Lines 209 to 218 in 738f3f7
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Hi,
I checked ObjectDetection3dGraph, OfficialDemoGraph, DemoGraph but can not see the way I can pull rotation matrix and use it. Or another question, where did 3D BB renderer got called in these classes?
thanks for your help!
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