OBD talk:TRCM: Difference between revisions
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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) | ||
(PI/2, PI, PI/2), // pelvis | |||
(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 | |||
;ku4um | ;ku4um | ||
:Please don't "modify some angles". | :Please don't "modify some angles". | ||
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[[User:Neo|Neo]] | [[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.