OBD talk:TRCM
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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: 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.