|
|
#1 |
|
User
Join Date: Oct 2011
Posts: 12
|
Can you tell me more details about the pivor point?
I am a programmer, and loading the mdx file into the program to render it. After loading all data, I try to apply the animation. But the result is differnet from the standard result. Sometimes it scale in the whole space, sometimes it diters around one point, sometimes it looks naive. So I need more inofrmation about the animation. Does each bone has a pivor point? Does each helper has a pivor point? Does the body model has a pivor point? How does the animation move around the pivor point? Last edited by bendaowei : 11-11-2011 at 01:57 PM. |
|
|
|
| Sponsored Links - Login to hide this ad! |
|
|
|
|
#2 |
|
User
Join Date: Oct 2011
Posts: 12
|
Hi, this is stupid to find the reason of incorrectly rendering. It's the hermite interpolation problem. Everything goes well when interpolation is set linear. Good night.
|
|
|
|
|
|
#3 |
|
Gladiator of Bellevue
|
Uh, wow, is that GhostWolf?
__________________ |
|
|
|
|
|
#4 |
|
Reputation Leech
Join Date: May 2007
Posts: 1,235
![]() ![]()
|
hmmm, i'm not sure if every bone has a pivot point (not sure if you mean a place they rotate or something engine specific) but i do know that they all rotate around their base.
everything has an origin point though and that is where things rotate around if they're not attached to anything. if they're attached, such as to a bone, then they rotate and deform around the bone's origin. animations themselves don't do anything but he parts that make them up do move around the bone origin first and the model origin second. idk if you still need the help or not but that's what i know. |
|
|
|
![]() |
| Thread Tools | Search this Thread |
|
|
|
Donate |