Bones - Skeletal and Pose Animations for jPCT/jPCT-AE > Bones
Which matrix is the best to rotate a bone?
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Tangomajom:
Hi,
Maybe this sounds a bit stupid, but I can't find out by myself.
So I would like to apply an Euler rotation based animation to my imported rigged model. The animation in the Collada file is played correctly, but I would like to create the same animation programatically.
My idea is to create a quaternion from the original rotation of the bone, and then I'll use the Quaternion.rotateX/Y/Z methods, and then this modified quaternion will go to the JointChannel.
The only question is that how can I reach the current rotation matrix of the bone, to create the good quaternion from it.
I tried to use the SkeletonHelper.getBoneDirection(animatedJoint).getRotationMatrix(), and also the animatedObject.get(0).getSkeletonPose().getLocal(animatedJoint.getIndex()).getTranslation().getRotationMatrix(), and they inverts as well, but none of them produced the expected result.
Please give an advise.
Thanks in advance,
raft:
to get the rotation quat:
--- Code: ---new Quaternion(SkeletonPose.getLocal(<index>))
--- End code ---
and for sure that means, SkeletonPose.getLocal(<index>) actually contains the rotation information.
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