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##### Support / Re: Float Positioning Blit Images

« Last post by**Jamiro**on

*July 09, 2018, 11:58:33 pm*»

Sure, no worries, take your time

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Sure, no worries, take your time

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Sorry, seems like I've forgot about it. I remember looking at it, but I can't remember the outcome. I'm on holidays ATM, but I'll look at it again once I'm back.

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Hello, any news about this possibility to add a decimal coordinate system for blitting?

thanks

thanks

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My next best attempt was this (but it doesn't look quite right):

Code: [Select]

` weapon.getRotationMatrix().interpolate(weapon.getRotationMatrix(), skeletonPose.getLocal(rightHandIndex), 1f);`

weapon.getRotationMatrix().matMul(model.get(0).getWorldTransformation());

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In that case wont I stil have the tilting of the relative Y axix of the object? I don't understand much about matrices but can I just set a value to a fixed zero or 1 to always make it steady on its relative Y axis?

and also, is there even a name for this? os some concept for this type of billboarding that I can look for?

and also, is there even a name for this? os some concept for this type of billboarding that I can look for?

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Maybe you can take the normal billboard matrix and apply a rotation around the object's x axis to that matrix in a second step?

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Hello,

I know we can change the billboarding matrix of an object, I tried to play around with this but without success, so my question is:

How can I make a matrix to simulate a billboarding effect while keeping its vertical axis fixed, as the example bellow shows in the first case?

can anyone give me an example of what this matrix should be to have the desired effect?

Thanks

I know we can change the billboarding matrix of an object, I tried to play around with this but without success, so my question is:

How can I make a matrix to simulate a billboarding effect while keeping its vertical axis fixed, as the example bellow shows in the first case?

can anyone give me an example of what this matrix should be to have the desired effect?

Thanks

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Can I forcefully update it in order to have an item keep up with my character's hand?

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Not sure. I think it's created with the origin as the base line, not the center.

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That works, thank you. But it begs the question: why would an Extended Primitives cylinder object space not be at the origin?