Latest Euler Activity
snoken said:
When using quaternions, the skeleton looks fine except the z axis rotation. The arms go up instead of down. If I negate only Z, the arms come down as they should but they are not aligned with the torso, they are rotated back. Other than that, the skeleton looks fine and in the correct p…
awkwardbanana123 said:
So this leads to my question of, how can i structure the code or do this in such a way, where all rotation in my engine is done around the local axis - for the general case. Unless i have some u.i setting to switch it to global axis.
In case you do not know, local vs. global de…
alvaro said:
It discovered a mistake in the code, but when I asked ChatGPT about it, it fixed it!
Turing test passed. :O
I think it's time to get an account for me…
Edit: Damn. They want my phone number, which i do not know.
I'm doomed to stay old fashioned. Still no smart phone, and no future help from…
Hey Guys
I'm currently working on a 3d game where the player can walk on the wall. It works quite fine that the player walks on the wall. My only problem is the players rotation.
I'm working with cinemachine freecam so I changed the settings so the camera rotates to the wall aswell.
The issue / bug I …
I use these two, but different convention from DirectXMath, so you need to do some work on the matrices.
Those are methods of a 3x3 matrix class, and so you have to swap the rows with columns on code like this: (*this)[a1][a2] → (*this)[a2][a1]
After that the code should work even if you use 4x4 matr…