View more

View more

View more

### Image of the Day Submit

IOTD | Top Screenshots

### The latest, straight to your Inbox.

Subscribe to GameDev.net Direct to receive the latest updates and exclusive content.

# matrix hierarchies

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

### #1ulbdir  Members

Posted 16 August 2001 - 04:10 AM

Hi, i''m having trouble limiting the rotation of joints in a skeletal animation system. If I just decompose the local joint matrix, I get the euler angles around the parent''s axis''. But rotation limits are given around the joint''s relaxed orientation (that is the initial pose). The final matrix of a joint is created as follows: this->matrix = (this->relaxed * this->offset) * parent->matrix; (this->offset is the matrix that is animated) So basically what i want is the euler angles that this->offset rotates about the axis'' of this->relaxed. As I said, just decomposing this->offset gives me the angles around parent->matrix... Can anybody help me here? Thanks, Dirk

### #2Anonymous Poster_Anonymous Poster_*  Guests

Posted 18 August 2001 - 03:28 AM

Hmm, I had a similar problem with my skeleton animator, but:

> this->matrix = (this->relaxed * this->offset) * parent->matrix

shouldn''t it be:

this->matrix = parent->matrix * this->offset

(in OpenGL order) ?

Transform a joint by it''s offset from the original relaxed pose and then apply the parent matrix. Why remultiply this->relaxed ? Your mesh that is to be deformed is already in the relaxed position (geometrically).

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.