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Thread: transform and bones

  1. #1

    transform and bones

    Hy.
    I'm beginning with skin animation.
    The question is this:
    i have for example this skeleton structure
    Code :
    <node name="joint2" sid="joint2" type="JOINT">
             <translate sid="translate">0 30 0</translate>
             <rotate sid="jointOrientZ">0 0 1 0</rotate>
             <rotate sid="jointOrientY">0 1 0 0</rotate>
             <rotate sid="jointOrientX">1 0 0 0</rotate>
             <node name="joint3" sid="joint3" type="JOINT">
               <translate sid="translate">0 30 0</translate>
               <rotate sid="jointOrientZ">0 0 1 0</rotate>
               <rotate sid="jointOrientY">0 1 0 0</rotate>
               <rotate sid="jointOrientX">1 0 0 0</rotate>
               <node name="joint4" sid="joint4" type="JOINT">
                 <translate sid="translate">0 30 0</translate>
                 <rotate sid="jointOrientZ">0 0 1 0</rotate>
                 <rotate sid="jointOrientY">0 1 0 0</rotate>
                 <rotate sid="jointOrientX">1 0 0 0</rotate>
                 <node name="joint5" sid="joint5" type="JOINT">
                   <translate sid="translate">0 30 0</translate>
                   <rotate sid="jointOrientZ">0 0 1 0</rotate>
                   <rotate sid="jointOrientY">0 1 0 0</rotate>
                   <rotate sid="jointOrientX">1 0 0 0</rotate>
                   <rotate sid="rotateZ">0 0 1 1.22906</rotate>
                   <node name="joint6" sid="joint6" type="JOINT">
                     <translate sid="translate">0 30 0</translate>
                     <rotate sid="jointOrientZ">0 0 1 0</rotate>
                     <rotate sid="jointOrientY">0 1 0 0</rotate>
                     <rotate sid="jointOrientX">1 0 0 0</rotate>
                     <node name="joint7" sid="joint7" type="JOINT">
                       <translate sid="translate">0 30 0</translate>
                       <rotate sid="jointOrientZ">0 0 1 0</rotate>
                       <rotate sid="jointOrientY">0 1 0 0</rotate>
                       <rotate sid="jointOrientX">1 0 0 0</rotate>
                     </node>
                   </node>
                 </node>
               </node>
             </node>
           </node>
         </node>

    What transform i must apply from a joint an another?
    1)I have the bind shape matrix equals for all joints(is true?)
    2)I have the inverse bind matrix
    3)I have the transform matrix of the animation
    4)I have the transform of the visual_scene (the code section of this post ad ex.
    <translate sid="translate">0 30 0</translate>
    <rotate sid="jointOrientZ">0 0 1 0</rotate>
    <rotate sid="jointOrientY">0 1 0 0</rotate>
    <rotate sid="jointOrientX">1 0 0 0</rotate>
    <rotate sid="rotateZ">0 0 1 1.22906</rotate> )

    I must apply all these matrix transforms?or only some?
    THanks.

  2. #2
    Senior Member
    Join Date
    Aug 2004
    Location
    California
    Posts
    771

    Re: transform and bones

    All of the transforms. The animation channel replaces values that it targets.

  3. #3
    Junior Member
    Join Date
    Jun 2009
    Posts
    8

    Re: transform and bones

    Quote Originally Posted by marcus
    All of the transforms. The animation channel replaces values that it targets.
    What does that exactly means ???


    Would the Local Matrix for a joint become that Matrix which you get from the Channel's targeted Values?

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