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![Applying rotation from animation](https://media.discordapp.net/attachments/368548735791267841/1187907881190817862/9550F0DB-9E29-4D62-A351-F686707B90B4.png?ex=6598986d&is=6586236d&hm=15dd9a99c72d16bce3e804851465ba23b6d94de486641efed6af4f178859b866&=)
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.…
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…
I feel something is wrong specifically with RotationZ, when I apply this, the arms go all weird and the behaviour changes dramatically
![OpenGL rendering animation skeleton with cylinders](https://preview.redd.it/v6u12ud8oj3c1.png?width=1168&format=png&auto=webp&s=e3d8d8045e231516cbdda097c1b260e4995f0ac7)
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…
Thanks guys!