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### #ActualKastor372

Posted 12 September 2013 - 09:04 PM

I dont feel like I am going to grasp it entriely tonight, but at least I now know of tracks and desperately want to learn more, Thank you.
Is there a sitie or a pdf or some book i could read that goes into more detail in the topic of animation tracks. Thank you for your help so much.

### #2Kastor372

Posted 12 September 2013 - 04:16 PM

Alright, let me get this 100% clear in my head. Sorry to bother you with the same question, its just that this just seems too good to be true essentially.

I have an animation defined by tracks and A bindPoseMatirx that is premultiplied. Would I even need the bindposeMatrix then? hmm.

Lets say I have a translation matrix and multiply it by an arbitary vector

[ 1 0 0 dx ]              [x+dx]

[ 0 1 0 dy ] x [x,y,z,1]= [y+dy]

[ 0 0 1 dz ]              [z+dz]

[ 0 0 0  1 ]              [1]

So this now allows me to store this matrx as just

track pos.x = dx

track pos.y = dy

track pos.z = dz

The problem with this is that the translation would be happening in the wrong basis or vector space because fo the basis vectors. Lets imagine that the translation matrix was taken from a transformation that also had a rotation matrix. So what the transformation did was rotate and then translate relative to the new coordinate system. By take out the rotation, effectively translation olny happens on the standard basis. Am I in correct, or is the affect of the rotation ingraved into the translation matrix?

I dont feel like I am going to grasp it entriely tonight, but at least I now know of tracks and desperately want to learn more, Thank you.
Is there a sitie or a pdf or some book i could read that goes into more detail in the topic of animation tracks. Thank you for your help so much.

### #1Kastor372

Posted 12 September 2013 - 04:11 PM

Alright, let me get this 100% clear in my head. Sorry to bother you with the same question, its just that this just seems too good to be true essentially.

I have an animation defined by tracks and A bindPoseMatirx that is premultiplied. Would I even need the bindposeMatrix then? hmm.

Lets say I have a translation matrix and multiply it by an arbitary vector

[ 1 0 0 dx ]   [x+dx]

[ 0 1 0 dy ] x [y+dy]

[ 0 0 1 dz ]   [z+dz]

[ 0 0 0  1 ]   [1]

So this now allows me to store this matrx as just

track pos.x = dx

track pos.y = dy

track pos.z = dz

The problem with this is that the translation would be happening in the wrong basis or vector space because fo the basis vectors. Lets imagine that the translation matrix was taken from a transformation that also had a rotation matrix. So what the transformation did was rotate and then translate relative to the new coordinate system. By take out the rotation, effectively translation olny happens on the standard basis. Am I in correct, or is the affect of the rotation ingraved into the translation matrix?

I dont feel like I am going to grasp it entriely tonight, but at least I now know of tracks and desperately want to learn more, Thank you.
Is there a sitie or a pdf or some book i could read that goes into more detail in the topic of animation tracks. Thank you for your help so much.

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