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Rotate a bone ?


getzel
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16 minutes ago, Wingnut said:

I know. That's the code I am speaking-of.  Quats and matrices... just to rotate a bone?  erf.

Not a very "easy and simple" interface/facade (API) to expose-to the bone-experimenters... of the easiest framework ever.  ;)  "More power!"  -Tim Taylor - Home Improvement TV show.  :)

Let`s not forget scale bone YXZ and to control animation frames manually :)
I just started to work on that, but still struggling to find a good solution unlike to do massive changes with impact to the asset format.

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45 minutes ago, hen said:

control animation frames manually

Yeah!  And scaling... yes.  But, let's not talk about Babylon.Animatable or Animation class... and those "frames".  Those are Animation "ranges" and for another discussion.

@hen, you are talking about controlling animation bone-movement with the renderLoop, and with GUI buttons and sliders, yes?  Real-time changes, right?

I say this... because Animations often use pre-calculated interpolations... and doing manual editing/setting of Animation Class "frames" is perhaps difficult/impossible (within the render loop, for example). 

I could easily be wrong... but let's avoid talk of BJS Animation class, here.  Let's stay with "fleshing the bone" class.  :D 

Yep, easy-for-user bone scaling would be another handy tool.

@adam - yep... .rotate(), .translate(), .scale()... all good ideas for bone class, imho.  Will new BJS users "presume" they are mesh, and will that lead-to newbie confusion?  hmm.

Here's a possible bad idea...

bone.transform({type: "scale", factor: amount});

type can be scale, position, rotation.

factor can be... hmm... vec3, quat, or matrix?  hmm.  My dog is whining again... must be something stupid I said. heh

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