Latest Rotations 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…
snoken said:
I am confused on how you are supposed to combine these matrices
The normal standard order for transformations is T.R.S. I'm unsure if BVH follows this however.
For BVH and the rotations order, it seems to be Y,X,Z: https://research.cs.wisc.edu/graphics/Courses/cs-838-1999/Jeff/BVH.html
@undefined Thanks! this fixed my issue! The camera now correctly looks down at it. The other issue I am having now is that my object seems clipped from the edges but it has nothing to do with the camera far plane since if I set it to a really high value, the issue persists
Hmm, looks like spinning in the wrong direction. First guess: My ‘direction = vec3(sin(angle), 0, -cos(angle))’ is wrong. You could do trial and error on flipping signs and swapping axis which gives 4 options to try:
direction = vec3(sin(angle), 0, -cos(angle));
direction = vec3(-sin(angle), 0, cos(…