Jump to content
  • Advertisement
Sign in to follow this  
lucky6969b

Calculating position of the toe end effector

This topic is 395 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

I am not sure if the following figures are correct, because the mesh currently working okay and I can't do much to modify it under 3ds max.. so If the biped is at Vec3(0,1,0) which is the pelvis area and the mesh pivot is at Vec3(0,-1,0) below the biped which is at (0,0,0) then the resultant position of the toe end effector is at (x, 1.22, z)? the head is at (x, 0.8, z)? the finger is at (x, 0.8, z)? What is going on?

Is it correct to say that I can't put the mesh pivot and the biped pivot at the same spot which is 0,0,0 unless I lift up the mesh itself? Should I put the biped pivot at 0,0,0 and the pelvis offset will be

(x,1.0,z) etc...

I hate to admit this, because it is very difficult to handle the biped in 3ds max, especially you can't shift the biped down to 0,0,0 and it insists to go back to where it was (0,1,0)

Thanks

Jack

 

 

Edited by lucky6969b

Share this post


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

  • Advertisement
×

Important Information

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

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!