| 05-04-2003, 09:33 PM | #1 |
Guest | hello people. im writing an editor, with wich one can directly change mld-models. you can already load stuff (see screenshot) but i have problems with the bonebased animations. currently i do following: to render a frame of an animation i 1) first interpolate for each bone and helper scaling,rotation and translation (only linear..). 2) now i calculate for every bone/helper a transformation matrix (4x4): i copy the (already calculated) matrix of the parent bone/helper or take a fresh identy matrix if there are no parents. than i multiply the matrix with a scaling, translation and rotation matrix (in this order. is it the right order?) for the frame. for the rotation matrix i first convert the quaternion y,x,z,w values to axis values. 3) i multiply every vertex with the matrix of the korresponding bone (if there are more than 1 bone i take average of the results). yep it kinda works, the animations dont looks completely wrong but somewhere i must make a mistake cause the animations also dont looks completely right. :| if somebody can explain how this bone transformations correctly work, plz help. |
| 05-05-2003, 08:57 AM | #2 |
OMG :...: You made this program ? Wow, *opens his mouth* I *starts to drool* can't belive you did this *finally manages to close his mouth*. It so great ! Wow ! P.S. Have nothing more to say ! 0_o |
| 05-05-2003, 05:48 PM | #3 |
Not bad (I don't want to make the same posts as MidNightPaladin). Programmed in Java, eh?:D |
| 05-05-2003, 06:08 PM | #4 |
Guest | thanks for your comments. yep, its written in java. 4lyf. after another comment i changed the calculus abit: before vertex-matrix multiplication in step 3 i substract the korresponding pivot-point, after the operation i add the pivot point, so there is now relative rotation. something is still wrong with the algorithm, so further comments are appreciated . :D |
