def calculate_bone_orientations(self):
    'Calculate bone orientations for a skeleton.\n\n        The function calculates hierarchical and absolute joint angles for the skeleton, which can\n        be used in animating an avatar (Avateering). The HipCenter joint is the root of the hierarchy,\n        and describes an absolute rotation in the right-hand camera coordinate system. All other\n        joints describe rotations relative to their parent joint orientation. The angles are returned\n        in the same order as the joints are defined.\n\n        Returns a sequence of SkeletonBoneOrientation objects.'
    arr = (SkeletonBoneOrientation * JointId.Count)()
    _NuiSkeletonCalculateBoneOrientations(self, arr)
    return tuple(arr)
Calculate bone orientations for a skeleton.

The function calculates hierarchical and absolute joint angles for the skeleton, which can
be used in animating an avatar (Avateering). The HipCenter joint is the root of the hierarchy,
and describes an absolute rotation in the right-hand camera coordinate system. All other
joints describe rotations relative to their parent joint orientation. The angles are returned
in the same order as the joints are defined.

Returns a sequence of SkeletonBoneOrientation objects.
def calculate_bone_orientations(self):
    'Calculate bone orientations for a skeleton.\n\n        The function calculates hierarchical and absolute joint angles for the skeleton, which can\n        be used in animating an avatar (Avateering). The HipCenter joint is the root of the hierarchy,\n        and describes an absolute rotation in the right-hand camera coordinate system. All other\n        joints describe rotations relative to their parent joint orientation. The angles are returned\n        in the same order as the joints are defined.\n\n        Returns a sequence of SkeletonBoneOrientation objects.'
    arr = (SkeletonBoneOrientation * JointId.Count)()
    _NuiSkeletonCalculateBoneOrientations(self, arr)
    return tuple(arr)