The reason I ask is because my own OpenGL functions are based on the NeHe samples. I have a couple projects that work fine with the exception of this problem. Why is it tha…
18 years, 8 months ago
The reason I ask is because my own OpenGL functions are based on the NeHe samples. I have a couple projects that work fine with the exception of this problem. Why is it tha…
18 years, 8 months ago
19 years, 5 months ago
Fixed it. Here's what I learned:1) T(-global bone origin) * R(bone) * T(global bone origin) works perfectly (since -global of one bone plus global of the next will equal th…
19 years, 5 months ago
19 years, 6 months ago
I have been working on a skeletal animation system for the past few weeks, initially using quaternions for both bone orientation and bone transforms. However, while this wo…
19 years, 6 months ago
Still not working. :(Here's a thought, though. Do the child bone displacements need to be prerotated before being multiplied into the total matrix transform?Rotation about a sin…
19 years, 6 months ago
The reason I ask is because my own OpenGL functions are based on the NeHe samples. I have a couple …
18 years, 8 months ago
Fixed it. Here's what I learned:1) T(-global bone origin) * R(bone) * T(global bone origin) works perfectly (since -global of …
19 years, 5 months ago
Still not working. :(Here's a thought, though. Do the child bone displacements need to be prerotated before being multiplied into …
19 years, 6 months ago
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