title: matching Kinect's Skeleton data to a .fbx model in XNA
body: <p>My question is about a school project that I'm working on.
  It involves mapping 3D models of clothing (like a pair of jeans) on a skeleton
  that is generated by my Kinect camera.</p>
  
  <p>An example can be found here: <a href="http://www.youtube.com/watch?v=p70eDrvy-uM" rel="nofollow">http://www.youtube.com/watch?v=p70eDrvy-uM</a>.</p>
  
  <p>I have searched on this subject and found some related threads like:
  <a href="http://forums.create.msdn.com/forums/t/93396.aspx" rel="nofollow">http://forums.create.msdn.com/forums/t/93396.aspx</a> - this question demonstrates a way using brekel for motion capturing. However, I have to present it in XNA.</p>
  
  <p>I believe that the answer lies in the skeleton data of the 3D model (properly exported as a .FBX file). Is there a way to align or match that skeleton with a skeleton that the Kinect camera generates?</p>
  
  <p>Thanks in advance!</p>
  
  <p>Edit: I am making some progress. I have been playing around with some different models, trying to move some bones upward (very simple use of CreateTranslation with a float that is calculated on the elapsed game time), and it works if I choose the rootbone, but it doesn't work on some bones (like a hand or an arm for example). If I track al the Transform properties of that bone including the X, Y, and Z properties then I can see that something is moving.. However the chosen bones stays in it's place. Anyone have any thoughts perhaps..?</p>