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Bones - Skeletal and Pose Animations for jPCT/jPCT-AE => Bones => Topic started by: chase on March 27, 2013, 01:30:12 pm

Title: My Skeleton Helper
Post by: chase on March 27, 2013, 01:30:12 pm
Not sure if this will help anyone, but I wrote up a skeleton helper since manually animating a skeleton is otherwise annoying.

https://gist.github.com/Chase-san/5253808
Title: Re: My Skeleton Helper
Post by: raft on March 27, 2013, 01:52:04 pm
cool, seems pretty helpful :)

I've made this topic sticky so it can be more helpful ;)
Title: Re: My Skeleton Helper
Post by: chase on March 27, 2013, 04:46:24 pm
I added a setSkeletonPose to it, and I added a (static) SkeletonPose interpolation method.
Title: Re: My Skeleton Helper
Post by: chase on March 28, 2013, 08:27:17 am
Added the ability to blend multiple skeleton poses (no hard limit), this one was a little involved. The link in the first post points to it.

In case you're curious, if you are manipulating the skeleton programmatically. Your best friend will be the transformJointOnPivot() method.
Title: Re: My Skeleton Helper
Post by: raft on March 28, 2013, 08:52:07 am
good job :)
Title: Re: My Skeleton Helper
Post by: aZen on May 11, 2013, 12:04:35 pm
Omg, I love you so much. You have no idea how much work this will save me!
Title: Re: My Skeleton Helper
Post by: chase on September 12, 2014, 06:12:11 pm
raft, I am not sure. You can add this to bones if you like, and change, edit, remix it however you like.

I've updated the code to include a license. Don't worry, it's the MIT License, very permissive.
Title: Re: My Skeleton Helper
Post by: Carlos Mateo on January 22, 2016, 01:39:38 pm
Hello , first of all thank you for your SkeletonHelper.

My question is, how can I use it for rotating a bone and its respective mesh manually. How can I access to that joint and rotate it.

Thanks in advance
Title: Re: My Skeleton Helper
Post by: idkm23 on January 26, 2016, 07:17:32 pm
I have been working with this and figured it out recently Carlos. You need to construct a SkeletonHelper object with the AnimatedGroup object of the model. Then you need to need to use one of the transform methods in the skeleton helper, possibly transformOnPivot, by providing a rotation matrix of the joint and the joint number. If you don't know the joint numbers you can load the model in the OgreSample (and possibly the procedural sample) and the console will output all the joints that it found.