OBD talk:TRCM: Difference between revisions

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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
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: x, y, z; 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)
the rotation values for OpenGL coordinate system are: (took it from OniBrowser and modified some angles)


<code>
(PI/2, PI, PI/2),    // pelvis
<pre>
(PI/2, PI, PI/2),    // pelvis
(0, PI, 0),          // left thigh
 
(0, 0, 0),            // left calf
(0, PI, 0),          // left thigh
(0, 0, 0),            // left foot
(0, 0, 0),            // left calf
(0, 0, 0),            // left foot
(0, PI, 0),          // right thigh
 
(0, 0, 0),            // right calf
(0, PI, 0),          // right thigh
(0, 0, 0),            // right foot
(0, 0, 0),            // right calf
(0, 0, 0),            // right foot
(0, 0, 0),            // mid
 
(0, 0, 0),            // chest
(0, 0, 0),            // mid
(0, 0, 0),            // neck
(0, 0, 0),            // chest
(0, 0, 0),            // head
(0, 0, 0),            // neck
(0, 0, 0),            // head
(PI/2, PI/2, PI/2),  // left shoulder
 
(0, -PI/2, -PI),      // left arm
(PI/2, PI/2, PI/2),  // left shoulder
(0, 0, 0),            // left wrist
(0, -PI/2, -PI),      // left arm
(-PI/2, 0, 0),        // left fist
(0, 0, 0),            // left wrist
(-PI/2, 0, 0),        // left fist
(-PI/2, -PI/2, PI/2), // right shoulder
 
(0, PI/2, -PI),      // right arm
(-PI/2, -PI/2, PI/2), // right shoulder
(0, 0, 0),            // right wrist
(0, PI/2, -PI),      // right arm
(PI/2, 0, 0)          // right fist
(0, 0, 0),            // right wrist
(PI/2, 0, 0)          // right fist
</pre>
</code>
;ku4um
;ku4um
:Please don't "modify some angles".
:Please don't "modify some angles".
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:oh, really, seems that these angles are only for static model viewing
:oh, really, seems that these angles are only for static model viewing
::[[User:Kuchumovn|Kuchumovn]] 11:56, 23 December 2007 (CET)
::[[User:Kuchumovn|Kuchumovn]] 11:56, 23 December 2007 (CET)
Yes, the angles are there to allow viewing of ONCC/TRBS/TRCM things. It's just a hack because you can's see a body without an animation. Perhpas a better way would be to use the first frame of a specific animation like idle for example.
[[User:Neo|Neo]]
{{OBD}}

Latest revision as of 17:21, 4 May 2022

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: x, y, z; 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)

(PI/2, PI, PI/2),     // pelvis

(0, PI, 0),           // left thigh
(0, 0, 0),            // left calf
(0, 0, 0),            // left foot

(0, PI, 0),           // right thigh
(0, 0, 0),            // right calf
(0, 0, 0),            // right foot

(0, 0, 0),            // mid
(0, 0, 0),            // chest
(0, 0, 0),            // neck
(0, 0, 0),            // head

(PI/2, PI/2, PI/2),   // left shoulder
(0, -PI/2, -PI),      // left arm
(0, 0, 0),            // left wrist
(-PI/2, 0, 0),        // left fist

(-PI/2, -PI/2, PI/2), // right shoulder
(0, PI/2, -PI),       // right arm
(0, 0, 0),            // right wrist
(PI/2, 0, 0)          // right fist
ku4um
Please don't "modify some angles".
Or at least don't confuse people :)
Your angles are your business.
As far as Oni cares, they're all 0.
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
Kuchumovn 11:56, 23 December 2007 (CET)

Yes, the angles are there to allow viewing of ONCC/TRBS/TRCM things. It's just a hack because you can's see a body without an animation. Perhpas a better way would be to use the first frame of a specific animation like idle for example.

Neo