JCPalmer Posted August 23, 2018 Share Posted August 23, 2018 In my Skeleton & bone sub-classes, I interpolate from pose to pose. I was keeping translation & rotation out of root bone poses, and moving the mesh. When I did a demo scene for QI 1.0. I tried to do the worst thing I could think of, the opening pass of Simone Bile's floor exercise. Once a skeleton does a flip, coding becomes way too complex. That & other problems like "floating" caused me to use root bone for translation instead of mesh position for a test, which worked very well. I kept the rotation at zero for the test, however. When a new pose was being processed: The pose is decomposed into poseTranslation, poseRotation, & poseScale. currPosition = rootBone. getPosition(BABYLON.Space.LOCAL) targetPosition = currPosition.add(poseTranslation) Does anyone know if I should just do the same for rotation, or do I also need the amount of translation accounting for the rotation? I am really hoping they can just be handled separately, because if not this could get messy. Wingnut 1 Quote Link to comment Share on other sites More sharing options...
Guest Posted August 23, 2018 Share Posted August 23, 2018 I see no reason why you cannot use the same process for rotation (as long as you expect rotation to happen before translation) Quote Link to comment Share on other sites More sharing options...
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