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News:

An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

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 21 
 on: September 03, 2018, 07:35:58 am 
Started by SomariHater - Last post by Raxx
Have you looked at Steve's writeup here? http://www.anim8or.com/learn/technical/quaternions_and_anim8or/quaternions_and_anim8or.htm This topic has also been brought up a lot in the forums, you may find the answer to what you're looking for in the search results here.

 22 
 on: September 03, 2018, 03:00:28 am 
Started by SomariHater - Last post by SomariHater
I found LibAn8 (https://sourceforge.net/p/liban8/code/HEAD/tree/). It looks like it translates a "Joint Angles (XYZ)" of 0, 45, 45 into the quaternion (0.14645 0.35355 0.35355 0.85355). That is the same as how Anim8or translates a "Orientation (PYR)" of 0, 45, 45 except that the Y and Z positions are positive instead of negative.

That means, LibAn8 claims that an "Orientation (PYR)" of 0, 45, 45 is equivalent to a "Joint Angles (XYZ)" of 0, -45, -45 even though they give different  results in Anim8or. I'm still confused.

 23 
 on: September 02, 2018, 09:58:45 pm 
Started by SomariHater - Last post by SomariHater
I'm trying to figure out how to interpret the joint angles in the sequence section of an8 files. If someone could help me convert the joint angle into a quaternion or a rotation matrix or even XYZ Euler angles, that would be great. (It is okay to assume every keyframe has "X", "Y", and "Z" values for simplicity. I can figure out the interpolation. Also, assume there is just one bone besides the root bone. I can figure out the hierarchy.)

I am trying to reverse engineer it, but I'm getting lost (the an8 spec doesn't say how to interpret the value as far as I can tell). When I set the "Orientation (PYR)" of a bone in figure mode to 0, 45, 45, Anim8or saves a bone orientation quaternion of (0.14645 -0.35355 -0.35355 0.85355) into the figure section of the file. This is what I expect for XYZ Euler angles.

However, if the "Orientation (PYR)" is 0, 0, 0 in figure mode, and I set the "Joint Angles (XYZ)" of a bone in sequence mode to 0, 45, 45, Anim8or displays a very different rotation than figure mode. By manually rotating the bone in sequence mode, I was able to figure out that a "Joint Angle (XYZ)" of 38.5, -61.4, -24.8 produces a similar result to a "Orientation (PYR)" of 0, 45, 45. I attached some pictures to show what I mean.

So, if anyone could help me decode what "Joint Angle (XYZ)" means, that would be awesome. Thanks. Also, if you need more information let me know.

 24 
 on: August 31, 2018, 08:13:47 pm 
Started by Steve - Last post by Steve
Yeah, I should make that more obvious somehow.

 25 
 on: August 31, 2018, 08:12:48 pm 
Started by Steve - Last post by Steve
It could be worse - at least I don't have a boss bugging me to work harder :)  It's going a bit faster the second time. I have the multi-thread code finished and bunch of small things, and I'm working on the new bone editing now.

 26 
 on: August 31, 2018, 05:04:23 pm 
Started by Steve - Last post by captaindrewi
i have been grumbling to myself for months about the new track ball system and have only just realised i could change it via 'options'..... :-\.dull as dish water me.
But having both seems great. 8)

 27 
 on: August 31, 2018, 04:48:27 pm 
Started by Steve - Last post by captaindrewi
Just heard the news....amazed you are so calm about it.

 28 
 on: August 28, 2018, 05:02:54 am 
Started by Steve - Last post by chuft-captain
BTW Steve,

Sent you a PM / Email about an issue we discussed a few months ago. (No panic obviously  8) )

 29 
 on: August 26, 2018, 05:02:03 pm 
Started by Steve - Last post by Steve
Yes, the second time the code is better organized and easier to write. I've finished a lot of small things and am close to finishing the multi-threaded rendering code. There's still a lot to do though. Good think I like to write code

 30 
 on: August 26, 2018, 03:47:46 pm 
Started by Steve - Last post by chuft-captain
I can sympathize Steve as this has happened to me in the past.
On the positive side, I find I usually write better and more elegant code on the second attempt!

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