Latest BVH Activity

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

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!