hen Posted October 24, 2016 Share Posted October 24, 2016 16 minutes ago, Wingnut said: I know. That's the code I am speaking-of. Quats and matrices... just to rotate a bone? erf. Not a very "easy and simple" interface/facade (API) to expose-to the bone-experimenters... of the easiest framework ever. "More power!" -Tim Taylor - Home Improvement TV show. Let`s not forget scale bone YXZ and to control animation frames manually I just started to work on that, but still struggling to find a good solution unlike to do massive changes with impact to the asset format. Quote Link to comment Share on other sites More sharing options...
Wingnut Posted October 24, 2016 Share Posted October 24, 2016 45 minutes ago, hen said: control animation frames manually Yeah! And scaling... yes. But, let's not talk about Babylon.Animatable or Animation class... and those "frames". Those are Animation "ranges" and for another discussion. @hen, you are talking about controlling animation bone-movement with the renderLoop, and with GUI buttons and sliders, yes? Real-time changes, right? I say this... because Animations often use pre-calculated interpolations... and doing manual editing/setting of Animation Class "frames" is perhaps difficult/impossible (within the render loop, for example). I could easily be wrong... but let's avoid talk of BJS Animation class, here. Let's stay with "fleshing the bone" class. Yep, easy-for-user bone scaling would be another handy tool. @adam - yep... .rotate(), .translate(), .scale()... all good ideas for bone class, imho. Will new BJS users "presume" they are mesh, and will that lead-to newbie confusion? hmm. Here's a possible bad idea... bone.transform({type: "scale", factor: amount}); type can be scale, position, rotation. factor can be... hmm... vec3, quat, or matrix? hmm. My dog is whining again... must be something stupid I said. heh Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted October 24, 2016 Share Posted October 24, 2016 I'm all for bone.rotate, etc.. Who wants to PR Quote Link to comment Share on other sites More sharing options...
adam Posted October 24, 2016 Share Posted October 24, 2016 I can do bone.rotate sometime this week. getzel 1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted October 24, 2016 Share Posted October 24, 2016 Thanks! Quote Link to comment Share on other sites More sharing options...
getzel Posted October 24, 2016 Author Share Posted October 24, 2016 I'm glad to see news on this topic. Thanks to Babylon.js community ! Quote Link to comment Share on other sites More sharing options...
adam Posted October 31, 2016 Share Posted October 31, 2016 Here is a PG that demos Bone.rotate, Bone.scale, and Bone.getAbsolutePositionToRef: http://www.babylonjs-playground.com/#I6RJJ#28 http://www.babylonjs-playground.com/#I6RJJ#32 http://www.babylonjs-playground.com/#I6RJJ#33 You might have to refresh your cache to see the new features. GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
getzel Posted November 1, 2016 Author Share Posted November 1, 2016 @adam It looks great ! Quote Link to comment Share on other sites More sharing options...
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