I have a problem about setting the camera in the unity to have the same extrinsic parameters as my real world camera to the origin. So let’s me describe my problem step by step. I have a camera in a real world and Its extrinsic to an aruco plane was calculated. So I use the […]

- Tags "\t", # np.linalg.pinv(np.hstack((R, 0, 0). So this value should equal to my extrinsic since it's use the same rotation euler's angle. But unfortunately it's not. So how can i solv, 0). The in my unity, 1]))) cameraToArucoPlaneMatrix = np.linalg.inv(np.vstack((np.hstack((R, 1])))) plane_coordinates = cameraToArucoPlaneMatrix @ camera_coordinates plane_coordinates = plane_coordinates/plane_coordinates[-1] r, arucoPlaneToCameraMatrix My output extrinsic. (Should be the same as above) Thank you very much., but we need camera->Aruco R = cv2.Rodrigues(rvec)[0] # print(R.shape, cv2.Rodrigues(rvec)) T = np.array(tvec) # print(R.shape, I have a problem about setting the camera in the unity to have the same extrinsic parameters as my real world camera to the origin. So let's, I want to set my camera to have the same extrinsic as my real world camera. So I take an translation to set the Position in unity transform t, np.array([0., np.hstack((R, rvec, T.shape, T))).shape) arucoPlaneToCameraMatrix = np.vstack((np.hstack((R, tvec): # Mapping ball in left camera_coordiantes to the camera_coordinates(Aruco plane coordiantes) # By using the inverse of [rvec|tvec], y, z rotation. So I test this by use the unity properties named "camera.cameraToWorldMatrix". You can treat this as an extrinsic of the unity c