RobertoColombo
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RobertoColombo
Posted 5 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 1.6K,
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Hi Jeff,
I can't help on this because I have no experience on quaternion and Euler angles (even though I suppose soon or later i will have to dig a bit into them...). Sorry.
Roberto
My PC: OS: Windows 10 Pro English 64-bit / CPU: Intel i7-9700 3.6GHz / MB: ASUS ROG Strix Z390 RAM: 32GB DDR4 2.6GHz / HD: 2TB+3TB / SSD: 2x512GB Samsung 860 EVO + 1x2TB Samsung VB: Palit GTX2080 TI GamingPro 11GB / AB: embedded in the MB and VB (audio from the MOTU M4 I/F) / DirectX: 12
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The-any-Key
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The-any-Key
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 356,
Visits: 1.9K
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Jeff? (maybe this is a meme or language thing like Jack?) I am learning quaternions via internet. A good way to experiment with them is to use Unity as they are heavily integrated. Never mind the latest question about world space. It seem you can get the world space quaternion by multiply all local quaternions from root to the local object. Ex: root quaternion*hips rotation*spine quaternion... So no update is needed it seems :-)
iClone 7, 3DXchange 7 Pipeline, CC3 Pipeline, CT8 Pipeline, Iray, Live Face, iPhone Xr, Win 10, i9 9900K ~5GHz, Nvidia RTX 2080 8GB, 16GB Ram, M.2 SSD
Edited
5 Years Ago by
The-any-Key
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RobertoColombo
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RobertoColombo
Posted 5 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 1.6K,
Visits: 3.0K
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Yeah... i confused you with another member I will call you TAK (The Any Key) ...
Cheers
Roberto
My PC: OS: Windows 10 Pro English 64-bit / CPU: Intel i7-9700 3.6GHz / MB: ASUS ROG Strix Z390 RAM: 32GB DDR4 2.6GHz / HD: 2TB+3TB / SSD: 2x512GB Samsung 860 EVO + 1x2TB Samsung VB: Palit GTX2080 TI GamingPro 11GB / AB: embedded in the MB and VB (audio from the MOTU M4 I/F) / DirectX: 12
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RobertoColombo
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RobertoColombo
Posted 5 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 1.6K,
Visits: 3.0K
|
Yeah... i confused you with another member I will call you TAK (The Any Key) ...
Cheers
Roberto
My PC: OS: Windows 10 Pro English 64-bit / CPU: Intel i7-9700 3.6GHz / MB: ASUS ROG Strix Z390 RAM: 32GB DDR4 2.6GHz / HD: 2TB+3TB / SSD: 2x512GB Samsung 860 EVO + 1x2TB Samsung VB: Palit GTX2080 TI GamingPro 11GB / AB: embedded in the MB and VB (audio from the MOTU M4 I/F) / DirectX: 12
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AllenLee (RL)
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AllenLee (RL)
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 54,
Visits: 526
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Hi The-any-Key, You can use the "RINode.WorldTransform()" API to get bone's world quaternions. This API is already in the latest development version (2/1/2019). ------------------------------------------------------------------------------------------------------------- You can try this code: import RLPy avatar_list = RLPy.RScene.GetAvatars() avatar = avatar_list[0] bone_compoment = avatar.GetSkeletonComponent() skin_bones = bone_compoment.GetSkinBones() for bone in skin_bones: world_transform = bone.WorldTransform() world_q = world_transform.R() print( world_q.X() ) print( world_q.Y() ) print( world_q.Z() ) print( world_q.W() )
Allen
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The-any-Key
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The-any-Key
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 356,
Visits: 1.9K
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Thanks. But I already tested that. And it seem the values returned from the WorldTransform are wrong (filed a bug ticket) Ex if I have a prop or bone with Euler rotation [90,0,0] (x,y,z) with no parent I should get the quaternion [0.707,0,0,0.707] (x,y,z,w). But I get [0.85,0,0,0.53] aka [116,0,0] (x,y,z)
iClone 7, 3DXchange 7 Pipeline, CC3 Pipeline, CT8 Pipeline, Iray, Live Face, iPhone Xr, Win 10, i9 9900K ~5GHz, Nvidia RTX 2080 8GB, 16GB Ram, M.2 SSD
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