JCPalmer Posted November 28, 2017 Share Posted November 28, 2017 Where am I: something happened while playing with BJS. This could maybe be an idea. How it happen: as said I was playing further with IK than this, where I actually moved the IK target meshes "forward". What happened is feet would not touch the ground. I found if I made sub-poses of just the pelvis in where I moved it slightly down and forward Blender and exported , the first step was like perfectish. Got ahead of myself, cause that trick could not be repeated, or could it? You cannot transfer the forward to the mesh without it turning into a moon walk. Pelvis in this skeleton, was not the root bone. It was down on the ground doing nothing, with pelvis as the only child. My animation system is POV movement & rotation based. For a mesh with a skeleton, isn't the local matrix of the root bone sort of POV? Not fully coherent at this time. Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted November 28, 2017 Share Posted November 28, 2017 I would make the root a blank non bone container that holds the hips and is located where the mesh would be "grounded". Just like if you were using the rigger in c4d. The Root is the orange circle with the arrows on the ground. Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted November 28, 2017 Share Posted November 28, 2017 The growing # of methods in Bone, like getPosition, means I can just use the bone as the container. Just call this & get the last / current position, add my incremental, then build a target to interpolate to. Pryme8 1 Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted November 28, 2017 Share Posted November 28, 2017 Dont you still need a point of reference to interpolate from? Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted November 28, 2017 Share Posted November 28, 2017 That is always the current one. Actually in this case, that will be the same place as I got the position to add the incremental too. Also, animations or interpolate targets are queued. When put on the queue, you specify amount left, up, & forward relative to the position the mesh from behind, camera, light, now skeleton will be at the time the MotionEvent gets pulled off the queue. The system assumes the mesh is designed face forward you, but can also be designed facing away. Couple of sign switches in that case. Queuing really helps string a whole bunch of animations together, like morph targets for speech, then just forget them at the application level. Quote Link to comment Share on other sites More sharing options...
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