Jump to content
  • Advertisement

nemanjab17

Member
  • Content Count

    2
  • Joined

  • Last visited

Community Reputation

0 Neutral

About nemanjab17

  • Rank
    Newbie

Personal Information

  • Interests
    Programming

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. nemanjab17

    Motion builder global rotations

    Thank you @Fulcrum.013! It's as i was thinking. Thank you for the clarification, it makes perfect sence.
  2. I am a beginner in computer graphics but i have solid understanding of linear algebra. I am trying to implement my own forward kinematics for a skeleton. I defined global and local translation vector in child-parent relationships but i am struggling with propagation of rotations from the node n to n+1, n+2 ... I figured that motion builder uses XYZ rotation order. I created a matrix to transform child vector and "rotate it". But if i have 3 joints where 1st is parent to 2nd and 2nd is parent to 3rd, if i rotate 1st joint say (10,20,0) locally, i get accurate global position for 2nd and 3rd joint but if i have a local rotation of 2nd joint say (20,0, 0) on top of (10, 20, 0) for the 1st, my 3rd joint's position is wrong. I notice there should be some stacking so that i should probably do (10+20, 20+0, 0+0) for the second rotation but i am not sure why is that the case. If i could get some links or a book that will address this topic, i would appreciate it. Thanks!
  • 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!