Jump to content
  • Advertisement
Sign in to follow this  

methods....joint constraints in skeleton.

This topic is 5486 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi I posted earlier, been reading a bit since then. Still Im not sure of what method is best suited for the following problem... I use a CCD algorithm for finding a pose. At each joint I have to find the best attempt to rotate focus position to the wished locator position, considering the joints constraints. The joint is only rotational, but it can in worst case rotate about its own xyz axis, within limited intervals on these axis. I need a good method finding the "closest" possible position for the focus. Just calculating a desired rotation quaternion, convert it into euler and adjusting the values doesnt give this position. Searching through like this: goal = ..calc goal //unconstrained for X_MIN to X_MAX for Y_MIN to Y_MAX for Z_MIN to Z_MAX { focus = ... calc focus, based on current angles; distance = || goal - focus || if(distance < min_distance) { min_distance = distance; angles = (x,y,z); } } Its a bit slow for good results... How do u guys solve problems like this?....I saw something about Lagrange multipliers, but it was a bit too advanced for me I suppose, unless they are easier than they seem to be once explained properly. Or are there better ways? It has to be kinda fast, not supah-accurate and preferable easy to understand and implement.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!