[Papervision3D] Collada Biped
jakelewis at blueyonder.co.uk
Sat Feb 24 19:43:33 EST 2007
its hard for me to see what you are doing, but do remember that matrix
multiplication is non-commutative ie A*B != B*A so you may be multiplying
something somewhere the wrong way round.
I'd imagine you'd need to make an inverse matrix at some point, so that you
can transform from parent to child space.
I'm sure you maths is getting better with all this 3D stuff.
From: Papervision3D-bounces at osflash.org
[mailto:Papervision3D-bounces at osflash.org]On Behalf Of Tim Knip
Sent: Saturday, February 24, 2007 7:37 PM
To: Papervision3D at osflash.org
Subject: Re: [Papervision3D] Collada Biped
Yeah, going steady..
Sweating now on the matrix-hierarchy. But my math is terrible :-/
If anyone has the knowledge:
having some trouble initing the skin and bones matrices...
Considering we have a skin-bind-matrix and for each bone a
'pose-matrix'. Also each bone has a 'world transform'...
How do I make sure things happen in same space?
say we have following knowns:
- skin bind matrix
- all bones' pose-matric
the usual code is then
if( bone.parent )
matrixInit = matrixMult ( bone.parent.matrixInit, bone.matrixInit );
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