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TVActor Bone Manipulation
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Topic: TVActor Bone Manipulation (Read 523 times)
jmaddox
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Posts: 525
TVActor Bone Manipulation
«
on:
March 10, 2005, 08:06:59 PM »
We're going to have a number of human models in our project. I want to load skeleton keyframes independent of a model in order to save both memory and large amounts of artist work. I also want to animate a model's legs and torso/arms/head separately. TVActor doesn't support either of these things, so I need to use functions like SetBoneRotationMatrix.
Unfortunately, I just can't get any of the functions to work, nor can I even tell how they work from observation; so I can't tell if they're broken or if it's something I'm doing wrong. After trying probably five different approaches, I wrote a complete skeletal animator for one specific model and set up some sphere meshes to display at the hand-calculated bone endpoints. When I look at the spheres, everything seems fine. When I look at the model being animated, it distorts horribly no matter how I set the bone matrix, bone rotation matrix, or bone global matrix.
I know y'all are still working on the documentation, but I'd really appreciate a little help with these functions:
CTVActor::SetBoneMatrix
CTVActor::SetBoneRotationMatrix
CTVActor::SetBoneGlobalMatrix
CTVActor::SetBoneTranslation
Specifically: What exactly do they do (beyond "setting the bone matrix")? Which functions (including those not listed here) should I be using to achieve my goal? How am I supposed to use them? What, if anything, do I need to propagate down the bone chain using these TV3D functions?
I've been working on this for *weeks* and am getting the feeling it's just a colossal waste of time. I'd really appreciate being pointed in the right direction. Thanks.
Jim
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bbence
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Posts: 944
TVActor Bone Manipulation
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Reply #1 on:
March 11, 2005, 01:06:33 AM »
Have you tried calling Actor.Update after you've set those matrices?
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