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Question about BVH motion capture file parsing

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I am writing a simple program using XNA to parse in a BVH motion capture file and display it on the screen. I am not sure I am doing everything correctly however.

From what I understand, the XYZ local rotation of the current bone should be chained with it's parents global rotation in order to get the global rotation of the current bone. However when I display my skeleton on the screen and apply a rotation to a bone, its children do not rotate with the parent. This is shown below:


The child of the upper leg is lower leg.

The code I wrote is as follows:

foreach (Bone b in bones)
b.localTransform = Matrix.CreateTranslation(b.Offset) * Matrix.CreateRotationZ(b.z) * Matrix.CreateRotationY(b.y) * Matrix.CreateRotationX(b.x);
Bone parent = b.parent;
if (parent != null)
b.globalTransform = parent.globalTransform * b.localTransform;
b.location = b.globalTransform.Translation;

Where bones is an ordered list of the bones with the children of a bone always appearing in the list after itself. B.location is the vector location of the bone joint.

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