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  1. POKinect SDK: Skeleton flickering
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    <p>I have a problem with this code.</p> <p>When I use <code>MoveTo</code>, my skeleton flicks through the screen. I have made some little changes to the original code (<a href="https://stackoverflow.com/questions/13552564/how-to-move-a-kinect-skeleton-to-another-position">here</a>):</p> <ul> <li>lock skeleton position to a specific Z position</li> <li>increase horizontal speed (X)</li> </ul> <p>I use XNA 4.0 and I call that member into Draw "callback".</p> <p>So, the question is: why does the skeleton flick?</p> <pre><code>private Skeleton MoveTo2(Skeleton skToBeMoved) { Joint newJoint = new Joint(); ///Based on the HipCenter float howMuchMoveToX = ((skToBeMoved.Joints[JointType.HipCenter].Position.X - settings_skel_offset_x) * -1) * settings_skel_offset_x_mult; float howMuchMoveToY = (skToBeMoved.Joints[JointType.HipCenter].Position.Y - settings_skel_offset_y) * -1; float howMuchMoveToZ = (skToBeMoved.Joints[JointType.HipCenter].Position.Z - settings_skel_offset_z) * -1; foreach (JointType item in Enum.GetValues(typeof(JointType))) { newJoint = skToBeMoved.Joints[item]; SkeletonPoint pos = new SkeletonPoint() { X = (float)(newJoint.Position.X + (howMuchMoveToX)), Y = (float)(newJoint.Position.Y + (howMuchMoveToY)), Z = (float)(newJoint.Position.Z + (howMuchMoveToZ)), }; if (XnaBasics.settings_skel_lock_z) { pos.Z = settings_skel_offset_z; } newJoint.Position = pos; Debug.WriteLine("SkelID: "+skToBeMoved.TrackingId+ " howMuchMoveToX: " + howMuchMoveToX + " oldPosX: " + skToBeMoved.Joints[item].Position.X + " newPosX: " + newJoint.Position.X); skToBeMoved.Joints[item] = newJoint; } return skToBeMoved; } </code></pre>
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