OBD talk:TRCM: Difference between revisions

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agreed
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when composing a ''static'' body of them (i.e. when ''not animating'' the character), one at first rotates a particular body part in the order: z, y, x; then translates the bodypart to the vector from the TRTA array, and then applies parent body part's transformation to it


 
the rotation values for OpenGL coordinate system are: (took it from OniBrowser and modified some angles)
when composing a body of them, one at first rotates a particular body part in the order: z, y, x; then translates the bodypart to the vector from the TRTA array, and then applies parent body part's transformation to it
 
the rotation values are: (took it from OniBrowser and modified some angles)


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:As far as Oni cares, they're all 0.
:As far as Oni cares, they're all 0.
::[[User:Geyser|geyser]] 00:53, 23 December 2007 (CET)
::[[User:Geyser|geyser]] 00:53, 23 December 2007 (CET)
:ok, i think i've got what you mean
:just haven't read the animation viewer code yet
:<..>
:oh, really, seems that these angles are only for static model viewing
::[[User:Kuchumovn|Kuchumovn]] 11:56, 23 December 2007 (CET)
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