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Create2DSkeleton/AppendBone root problem...

Create2DSkeleton/AppendBone root problem...

2005-06-14       - By Bradley R. Gabe

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Reply:     1     2     3     4     5     6     7  

Hi Raf-

You'll need a more complete answer with regards to chain building, but
here's a quickie that helps with zeroing transforms for any X3D object you
have a pointer to.

// Create a new SITransformation object
var oTrans = XSIMath.CreateTransform();

// Set your X3D object local kinematics to the transform object
myObj.kinematics.local.transform = oTrans;



What's nice about this technique is that it's only 2 lines of code, and
it's freakin fast! :-)
I'll try to work up a more specific example of what you're doing, if
someone else doesn't beat me to it.

-Brad

>I'm not sure if there's a better way to do this trhough the object model,
>but I am trying to build chains by specifying an array of (x,y,z position
>coordinates) and a position for an up vector.
>
>My procedure involves creating the first bone in the chain using
>
>1- Create2DSkeleton command to generate the first bone
>2- zero out the root to match a null correctly oriented.
>3- zero out the first joint.
>3- AppendBone to add additional bones.
>
>Unfortunately, every time I use an AppendBone command, it seem to
>re-orient the root and throws off the rotation bone values.
>
>If anyone has a better procedure for handling chain ganeration, with
>zeroing bones ???
>
>
>THX
>RSM
>
>__ ____ ____ ____ ____ ____ ____ ____ ____ ____ _____
>Raffaele Scaduto-Mendola - www.turbolinea.com
>                            raffaele@(protected)
>---
>Unsubscribe? Mail Majordomo@(protected) with the following text in body:
>unsubscribe xsi

<html>
<body>
Hi Raf-<br><br>
You'll need a more complete answer with regards to chain building, but
here's a quickie that helps with zeroing transforms for any X3D object
you have a pointer to.<br><br>
<font face="Courier New, Courier" color="#008000">// Create a new
SITransformation object<br>
</font><font face="Courier New, Courier">var oTrans =
XSIMath.CreateTransform();<br><br>
</font><font face="Courier New, Courier" color="#008000">// Set your X3D
object local kinematics to the transform object<br>
</font><font face="Courier New, Courier">myObj.kinematics.local.transform
= oTrans;<br><br>
<br><br>
</font>What's nice about this technique is that it's only 2 lines of
code, and it's freakin fast! :-)<br>
I'll try to work up a more specific example of what you're doing, if
someone else doesn't beat me to it.<br><br>
-Brad<br><br>
<blockquote type=cite class=cite cite="">I'm not sure if there's a better
way to do this trhough the object model, but I am trying to build chains
by specifying an array of (x,y,z position coordinates) and a position for
an up vector.<br><br>
My procedure involves creating the first bone in the chain
using<br><br>
1- Create2DSkeleton command to generate the first bone<br>
2- zero out the root to match a null correctly oriented.<br>
3- zero out the first joint.<br>
3- AppendBone to add additional bones.<br><br>
Unfortunately, every time I use an AppendBone command, it seem to
re-orient the root and throws off the rotation bone values.<br><br>
If anyone has a better procedure for handling chain ganeration, with
zeroing bones ???<br><br>
<br>
THX<br>
RSM<br><br>
__ ____ ____ ____ ____ ____ ____ ____ ____ ____ _____<br>
Raffaele Scaduto-Mendola -
<a href="http://www.turbolinea.com/" eudora="autourl">www.turbolinea.com</a><br>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</x-tab><x-tab>&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;</x-tab>&nbsp;&nbsp;
raffaele@(protected)<br>
---<br>
Unsubscribe? Mail Majordomo@(protected) with the following text in
body:<br>
unsubscribe xsi<br>
</blockquote></body>
</html>