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Messages - idkm23

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Bones / Rotating joints
« on: December 28, 2015, 08:11:02 pm »
I am currently working with ProceduralAnimationSample and I am trying to get our beloved seymour to wave at me. I am having trouble getting his palm to face me. I have the arm waving at me with his palm facing the void adjacent to him with the code below:

Code: [Select]
//elbow oscillatory motion
targetJoint(currentPose, 11, new SimpleVector(-1, 0, 0), new SimpleVector(-1 + Math.cos(seconds) * 5, -20, 0), 1.0f);

When I attempt to use the same method targetJoint for the wrist, I can get his fingers to point at me, but it does not rotate. I think I might need to do something to currentPose, but I am not sure.

Thanks for any insight.

Bones / Re: Animating in runtime
« on: December 28, 2015, 06:16:45 pm »
I got it running, sorry about that. Thank you so much!

Bones / Re: Animating in runtime
« on: December 28, 2015, 04:14:53 pm »
I downloaded the "Android demo application" on your page. Unfortunately, I did not find the 'ProceduralAnimationSample' in the application. The other android-studio version of the project also does not appear to have the 'ProceduralAnimationSample' file. Was the seymour demo application taken out? I appreciate your assistance.

Bones / Animating in runtime
« on: December 24, 2015, 05:16:49 pm »
In the ninja demo the animations have already been created. My end goal is to send joint-angles to a joint and bend it to that degree. I have been trying to get this to work, but I am somewhat lost. I keep finding that animations are done with prepared files that were made in blender or something else, but I want to animate the skeleton by just programmatically sending angles to the joints.

I believe the seymour demo has accomplished what I would like to do:
I believe the skeleton helper may be useful:,3300.0.html
Will skeleton helper be of any use to me? Has anyone done something like this and could give me a little guidance? I would greatly appreciate it.

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