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@orientformat attribute

:electric_plug: dp.kinect dp.kinect2 dp.kinect3 dp.oak
:information_source: signature
:house: values
quat or 0
quaternion hierarchical
quat-abs or 1
quaternion absolute default
mat or 2
matrix hierarchical
mat-abs or 3
matrix absolute
:bulb: examples
@orientformat 2
@orientformat mat-abs

Skeleton joint orientation as quaternion, 4x4 matrix, hierarchical, or absolute rotation. Set @skeleton 2 to output these orientation values.

Orientation is output as quaternion (4 floats) or 4x4 rotation matrix (16 floats). Examine the 3x3 rotation matrix within the 4x4. The first three are the direction of the joint’s +X axis given as a 3-vector in the chosen coordinate space, the second three are the +Y axis direction, and the third three are the +Z axis direction.

# Max native, quaternion absolute orientation: @skeleton 2 @skeletonformat 1 @orientformat 1
skel playerId jointname x y z confidence qx qy qz qw
skel 1 l_shoulder -0.211094 -0.01427 0.813303 1. 0.789475 -0.596378 0.044726 -0.138065

# Max native, matrix absolute orientation: @skeleton 2 @skeletonformat 1 @orientformat 3
skel playerId jointname x y z confidence m11 m12 m13 m14 m21 m22 m23 m24 m31 m32 m33 m34 m41 m42 m43 m44
skel 1 l_shoulder -0.211094 -0.01427 0.813303 1. 0.255383 -0.965115 -0.057734 0. -0.85392 -0.197149 -0.481615 0. 0.453432 0.172296 -0.874479 0. 0. 0. 0. 1.

The coordinate space for the orientation is absolute world coordinate space or a hierarchical rotation coordinate space. Details on the orientation can be found at and

:memo: Plugins v1.3.20210818 and newer support format names like mat and quat-abs. When mat is within the name they output matrix format, otherwise quaternion. When abs is within the name they output absolute world rotation, otherwise hierarchical.

:memo: When migrating from jit.openni, the orientation data has changed. The rotations are not relative to a T-pose. This change must be managed by your Max patch.

:warning: dp.kinect default orientation format is 0 quaternion hierarchical