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Using Root bone for translation AND rotation


JCPalmer
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In my Skeleton & bone sub-classes, I interpolate from pose to pose.  I was keeping translation & rotation out of root bone poses, and moving the mesh.  When I did a demo scene for QI 1.0.   I tried to do the worst thing I could think of, the opening pass of Simone Bile's floor exercise.  Once a skeleton does a flip, coding becomes way too complex.

That & other problems like "floating" caused me to use root bone for translation instead of mesh position for a test, which worked very well.  I kept the rotation at zero for the test, however.  When a new pose was being processed:

  1. The pose is decomposed into poseTranslation, poseRotation, & poseScale.
  2. currPosition = rootBone. getPosition(BABYLON.Space.LOCAL)
  3. targetPosition = currPosition.add(poseTranslation)

Does anyone know if I should just do the same for rotation, or do I also need the amount of translation accounting for the rotation?  I am really hoping they can just be handled separately, because if not this could get messy.

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