Nodes positions in unreal body tracking have offsets

Hello,
I’m quite new with zed sdk and I’m currently trying to get all the nodes positions from the bodytracking in Unreal. However, i found out that each node has an offset from the actual avatar on the Y axis. I bypassed the problem by using keypoints and height offset instead but I don’t know if this is a normal behaviour or not ?

It’s possible their is an offset between the keypoints position as we are not directly using them to animate the avatar. We are only using the keypoints rotation. that means if the avatar has not the same size as the detected person, it can create an offset.

Well I don’t know but it do not look like a scale/size offset because all nodes are like 2 meters from the actual skeleton on the y axis. It’s like the whole skeleton is offseted

oh, you meant there is a constant offset, sorry I did not understand that.

There is an option that automaticaly sets the avatar on the ground by adding an offset, and I think it is only applied on the avatar, not the skeleton. Can you try to disable it ?

Stereolabs Support

And I can’t get any rotation info from the joints from it. It always output a zero vector

can you show me how you do it ?

Ok nevermind, i digged more into the Blueprint gived in the samples and I found out that the functions “move node to keypoints” and “move bone to keypoints” was forced to be offset by -100 on the y axis.

Yeah sorry i didn’t explain it very well but no the option stick avatar on floor wasn’t the problem since it just offset on the z axis