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Latest Rotation Activity

Applying rotation from animation

Hi,

I am having a weird issue when rotating my character with animation. The issue is that a position in the world is being interpreted differently depending on the direction of the character. When I do not apply the animation rotation data to it, it seems correctly identify the position -519.0f, 0.…

3,299 views
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Skeletal animation: Rotating left and right arm gives different results

Thank you for helping me understand and providing an insightful response once again!

2,297 views

This ball seems “3d” at all times, it's probably a simple convex mesh that is rotated and translated according to the simulated movement of the ball (treated as a perfect sphere).

Aren't you using a game engine that allows drawing and moving such a simple 3d model easily? What do you find challengin…

4,233 views
How to fix 2D rotation distortion

@MarkS lol. that's almost like the first implementation, only had to make a few changes, thank you 🙂

3,354 views

Slowing the ship down is usually the more elegant solution compared to overshooting the destination and turning back. Reducing lateral thrust is also useful to achieve smooth trajectories.

Constant forward thrust is also problematic; in the simple case of not turning you probably want constant veloc…

3,732 views

awkwardbanana123 said:
So this leads to my question of, how can i structure the code or do this in such a way, where all rotation in my engine is done around the local axis - for the general case. Unless i have some u.i setting to switch it to global axis.

In case you do not know, local vs. global de…

3,846 views
Help with 3D physics - having trouble getting accurate resolution with friction

The suggestion to look at old Bullet source was absolutely the best advice anyone could have ever given me. Between that and React Physics 3D, I've learnt so much over the past few days. My rigidbody engine has become fairly stable now. It isn't the most accurate it could be, but the results it gen…

4,787 views

Oops, LOL. And the call to the function is thus:

while(is_run() {
	int circ1ang = 1;
	for (int i = 0; i <= 360; i++) {
	StartFpsTimer();
	PrintTitleText();
	circ1ang += CircleOrbit2(Mid.x, Mid.y, Mid.x - 100, Mid.y, 30, 2, false, circ1ang, clr::RED);
	SwapPages();
	CalculateFps();
	if (UserInput(…
5,083 views
Object snapping : Rotation matrix issue

jbexx said:
Only the X and Z basis vectors are specified, the Y vector is calculated using cross product, so I think all snaps follow the same convention.

You're right.
Too bad. Then the reason is something else.

jbexx said:
The matrix between the 2 snap points is written directly to the object, and isn…

3,797 views
JoeJ
February 21, 2022 06:48 PM

Nice idea, but if you are a beginner, not easy to do.
I guess you want the camera to rotate around the line ‘between your ears', but a default FPS camera can not do this at all, so you need to modify the camera system. 
Idk but guess Unity gives some FPS template, containing related camera code.…

6,372 views
Is there any problem with my camera rotation logic using quaternions?

@Gotanod @gnollrunner 

Thank you guys! I'm late. I've been figured out my code for a few days.
I think the order of multiplying quaternions and setting base axis were the problem..
I don't understand all now, but I'll refer you guys answers. 

8,114 views
Unity 3d Player Rotation while walking on wall

Hey Guys

I'm currently working on a 3d game where the player can walk on the wall. It works quite fine that the player walks on the wall. My only problem is the players rotation.

I'm working with cinemachine freecam so I changed the settings so the camera rotates to the wall aswell.

The issue / bug I …

4,679 views

It's not possible to prevent flipping if you construct a tangent for given normal, but if your tangent is free, you can minimize it's change over time with a changing normal. To do this, you need to store the tangent (or the whole matrix), and keep rotating it each frame so one chosen axis matches …

5,870 views

Why with a cam->vec (0, 1, 0) or (0, -1, 0), a rotation on the yaw axis is actually made on the roll axis ? 
Is it the gimbal lock? It is present only for these two axes? How to fix this problem?

7,490 views

The way I find up_tmp in init_camera_axis() is not optimal because if my cam->vec is (1, 1, -1) I can't find the right up_tmp. I currently find (0, 0, 1) and it should be equal to (-1, 0, 1). Do you have any idea how I can correct this ?

8,271 views

I had to normalize right and up.

41,774 views

Thank you very much for your help. 
Finally, this helped me :
https://gamedev.stackexchange.com/questions/185245/rotating-camera-in-3d-without-yawing-diagonally

I still have to calculate the angles and manage the interval.

8,150 views
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