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Messages - nikola

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Bones / Re: Manually rotate joints using quaternion input
« on: December 12, 2013, 08:21:32 pm »
I have another question. So far I have worked with "naked" makeHuman model ( model with only one texture file ). However now I have to make a demo with a model with some clothes on. MakeHuman exports the model with multiple texture files ( PNG ). How can I load multiple texture file and apply them on the makeHuman model?

Also I did not have time to port the sample to hardware renderer ( my java knowledge is basic ), but I found this topic about enabling multicore support to the software renderer. It might help but I just don't get it. Can someone explain where should I put the lines from the topic?

Thanks in advance :)

Bones / Re: Manually rotate joints using quaternion input
« on: November 06, 2013, 09:15:46 am »
Another question: How can I enable some kind of hardware rendering on ProceduralAnimationExample demo?

I am trying to work with MakeHuman model and the software renderer is pretty slow. Thanks in advance

Bones / Re: Manually rotate joints using quaternion input
« on: November 04, 2013, 10:14:18 am »
Hello again. Sorry for the late post,but I had some other things to do.

My question is: What is the right way ( most accurate ) to set joint rotation ( or whatever it is ) using quaternions ?

Also if you can tell me if there are any docs describing how joints work or everything related to their usage in Bones it would be great. I know my previous questions were weird, but I did not have time or the proper docs to do a proper research.

Bones / Re: Manually rotate joints using quaternion input
« on: October 23, 2013, 04:58:40 pm »
I will apreciate any help if you have time :)

Bones / Re: Manually rotate joints using quaternion input
« on: October 22, 2013, 07:41:57 am »
The point is that the quaternion represents the rotation of a part of the body. It is very important for it to be very precise. I want to eliminate the dependecy between the joint and it's parent. I know it is a hierachical system and this would require some serious math ( serious for me ). I have done this in Blender and it handles these things well. It's just I don't know where to start?

Bones / Manually rotate joints using quaternion input
« on: October 20, 2013, 10:15:35 pm »
Hello! I am participating in a small project aiming to create Motion capturing system. I must create some kind of visual representation of the collected data.

For input I have quaternions representing the rotation of different body parts. I took a look at ProceduralAnimationSample and modified ( deleted what I didn't understand :) ) targetJoint function. It now looks like this:

Code: [Select]
private void targetJoint(SkeletonPose pose, int jointIndex, float x, float y,
    float z, float w) {
        final int parentIndex = pose.getSkeleton().getJoint(jointIndex).getParentIndex();

        // neckBindGlobalTransform is the neck bone -> model space transform. essentially, it is the world transform of
        // the neck bone in bind pose.
        final Matrix jointInverseBindPose = pose.getSkeleton().getJoint(jointIndex).getInverseBindPose();
        final Matrix jointBindPose = jointInverseBindPose.invert();

        Quaternion quat = new Quaternion(x,y,z,w);

        final Matrix subGlobal = quat.getRotationMatrix();
        // now remove the global/world transform of the neck's parent bone, leaving us with just the local transform of
        // neck + rotation.

        // set that as the neck's transform !!

I set left and right foreams of Seymor model with sample quaternion and expected them to point at same direction. But the angles were mirrored which I think has something to do with the joints unrotated orientation. I really don't get how these things work and I am missing the bigger picture. So please help me to make the joints point the same direction when I rotate them with one and the same quaternion. I really spent more than 10 hours and couldn't figure it out. As you can see English is not my native language and not a skilled Java person or mathematician ( just hardware guy ). Thank you :)

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