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| | There are 19 bones per human body. |
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| | The index array specifies the hierarchy of the bones (basically a generic tree). |
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| there are 19 bones per human body
| | The translation array specifies the translation of every bone with respect to its parent. |
| | :Every translation is specified in the respective parent's local frame of coordinates. |
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| 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
| | Rotations are also specified in the local frame of every bone's respective parent. |
| | :The rotation is either a quaternion or a triplet of heading/pitch/banking angles. |
| | ::In the latter case, "heading" is around x, "pitch" about y, and "banking" about z. |
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| the rotation values are: (took it from OniBrowser and modified some angles)
| | {{OBD_File_Footer | type=TRCM | prev=TRBS | next=TRGA | name=Totoro Quaternion Body | family=Character}} |
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| <code>
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| <pre>
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| (PI/2, PI, PI/2), // pelvis
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| (0, PI, 0), // left thigh
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| (0, 0, 0), // left calf
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| (0, 0, 0), // left foot
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| (0, PI, 0), // right thigh
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| (0, 0, 0), // right calf
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| (0, 0, 0), // right foot
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| (0, 0, 0), // mid
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| (0, 0, 0), // chest
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| (0, 0, 0), // neck
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| (0, 0, 0), // head
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| (PI/2, PI/2, PI/2), // left shoulder
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| (0, -PI/2, -PI), // left arm
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| (0, 0, 0), // left wrist
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| (-PI/2, 0, 0), // left fist
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| (-PI/2, -PI/2, PI/2), // right shoulder
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| (0, PI/2, -PI), // right arm
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| (0, 0, 0), // right wrist
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| (PI/2, 0, 0) // right fist
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| </pre>
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| </code>
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| {{OBD_File_Footer | type=TRCM | prev=TRBS | next=TRGA | name=Totoro Quaternion Body | family=Character}} | | {{OBD}} |