🎉 Celebrating 25 Years of GameDev.net! 🎉

Not many can claim 25 years on the Internet! Join us in celebrating this milestone. Learn more about our history, and thank you for being a part of our community!

Advertisement

Latest BVH Activity

Applying rotation from animation

Hi,

I am having a weird issue when rotating my character with animation. The issue is that a position in the world is being interpreted differently depending on the direction of the character. When I do not apply the animation rotation data to it, it seems correctly identify the position -519.0f, 0.…

3,868 views
Advertisement

The generic solution to your problem is commonly called “root motion" (https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/SkeletalMeshAnimation/RootMotion/​ , https://docs.unity3d.com/Manual/RootMotion.html).​ 

I have no experience in implementing it myself, only used it in the various e…

3,548 views

I feel something is wrong specifically with RotationZ, when I apply this, the arms go all weird and the behaviour changes dramatically

3,241 views
OpenGL rendering animation skeleton with cylinders

You ignore rotations.
If you rotate the upper arm, you want to rotate the lower arm, hands etc. with it.
But currently you only propagate translation to child bones: 

auto matrix = parentMatrix * Mat4::Translate(jointPos);

jointPos tells where the bone has its center of rotation, but you also need…

2,704 views
Advertisement
Advertisement