Procedural Animation
by Eric McQuiggan · in Torque X 3D · 10/07/2009 (6:06 pm) · 5 replies
Hey Crew,
Do you fine folks know of a way to directly control the rotation of individual bones for procedural animation, that would help me a lot.
Thanks,
Eric
Do you fine folks know of a way to directly control the rotation of individual bones for procedural animation, that would help me a lot.
Thanks,
Eric
About the author
#2
Thanks for pointing me in the right direction, this should make this better!
10/07/2009 (8:10 pm)
Excellent,Thanks for pointing me in the right direction, this should make this better!
#3
BUT, is there away to apply a rotation on the bone so that it preforms a a forward kinematic ..erm, thing... on the children of the bone, or will I have to devise that myself?
Basically, I'm trying to make a procedural sword slicing motion, and I need the children to rotate(orbit?) around like a real arm, if I rotate the upper right arm bone.
10/08/2009 (7:08 pm)
Hahaha, so I got what I asked for, I was able to make rotate an individual bone, but I forgot completely about forward kinematics. So again, John, thanks.BUT, is there away to apply a rotation on the bone so that it preforms a a forward kinematic ..erm, thing... on the children of the bone, or will I have to devise that myself?
Basically, I'm trying to make a procedural sword slicing motion, and I need the children to rotate(orbit?) around like a real arm, if I rotate the upper right arm bone.
#4
I've created a component that inherits from T3DTSRenderComponent, I've recreated the Render function, I've managed to get the upper right arm to rotate with
Thanks again.
10/09/2009 (6:49 pm)
Ok,I've created a component that inherits from T3DTSRenderComponent, I've recreated the Render function, I've managed to get the upper right arm to rotate with
_shapeInstance.NodeTransforms[nodeNum] += Matrix.CreateRotationY(changevalue);I noticed that the index of the _shapeInstance.NodeTransforms does not relate to _shape.Names, Also I cannot find a general "transform' in the shape, only translations. I hate to ask, but what value would be the best to rotate? I don't want to destroy the initial model positions, only augment them, as I would like to turn this procedural animation off.
Thanks again.
#5
03/15/2010 (4:49 pm)
would you mind including your code for your inherited class. I was trying to subclass one of the rigidcomponents that torque has and i dont know the correct way to go about it. or maybe can you explain exactly how to correctly do this. Thank you
Associate John Kanalakis
EnvyGames
John K.
www.envygames.com