HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

How does MDX animation rotate?

04-18-2004, 01:27 AM#1
Axiverse
I'm trying to understand the mdx format and how it works and i'm wondering how bones rotate

Ex.

Rotation 9 {
Hermite,
23167: { 0, 0, 0, 1 },
InTan { 0, 0, 0, 1 },
OutTan { 0, 0, 0, 1 },

There are four values for each rotation., does anyone know if they are quaternions (and if so how to interpolate using hermite) or vector4's (and if so how to rotate with them)?
04-18-2004, 04:10 AM#2
Ari
Quote:
Originally Posted by Axiverse
I'm trying to understand the mdx format and how it works and i'm wondering how bones rotate

Ex.

Rotation 9 {
Hermite,
23167: { 0, 0, 0, 1 },
InTan { 0, 0, 0, 1 },
OutTan { 0, 0, 0, 1 },

There are four values for each rotation., does anyone know if they are quaternions (and if so how to interpolate using hermite) or vector4's (and if so how to rotate with them)?

The 4 values are something called quaternions. They make no particlularly intuitive sense and can best be thought of as a rotation that is "encoded" in those 4 numbers. I'd explain at more length what they are, and how you use them, but I'll instead refer you here: http://www.wc3campaigns.com/showthre...rnion%2A+euler where I already did that. Let me know if that doesn't help.