private Vector3 chestRight; // right vectory of the chest
public void Start()
{
//GestureInfo = GameObject.Find("GestureInfo");
//HandCursor = GameObject.Find("HandCursor");
// Holds our bones for later.
bones = new Transform[25];
// Initial rotations and directions of the bones.
initialRotations = new Quaternion[bones.Length];
initialLocalRotations = new Quaternion[bones.Length];
initialDirections = new Vector3[bones.Length];
// Map bones to the points the Kinect tracks
MapBones();
// Get initial bone directions
GetInitialDirections();
// Get initial bone rotations
GetInitialRotations();
// Set the model to the calibration pose
RotateToCalibrationPose(0, KinectManager.IsCalibrationNeeded());
}