Sign in to follow this  

Velocity Matrix

This topic is 3300 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

If I have the derivative of the derivative of the position, scale, and rotation of the transformation of a bone, is there anyway i can turn that into a matrix in which when a vector is multiplied by that matrix returns the velocity of that point? Basically I want to use this to turn my keyframe bone animation into a velocity texture used in my deferred rendering engine.

Share this post


Link to post
Share on other sites
Euler's theorem states that given a velocity v of a point p on a rigid body you can find the velocity v' of any other point p' like this:

v' = v + cross( omega, r )

Here omega is the angular velocity and r is the vector from p to p'. I don't know exactly what you need, but you could write the cross product as matrix multiplication.

Share this post


Link to post
Share on other sites

This topic is 3300 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.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this