Pavel992 Posted March 15 Share Posted March 15 Hi all. I'm trying to build a skeleton. what is available: the bone has only the index of the parent and the length of the bone. rotations are in animation (euler angles). I take the first frame from the animation. There is a program called biturn that builds the skeleton correctly (in the screenshots). how to do this correctly? my best result and plugin attached. thank you in advance)🥹 files.zip Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted March 15 Engineer Share Posted March 15 Seems you're having a 90 degrees problem with the lower 6 bones: 1 Link to comment Share on other sites More sharing options...
Pavel992 Posted March 15 Author Share Posted March 15 1 hour ago, shak-otay said: Seems you're having a 90 degrees problem with the lower 6 bones: how did you get this result? I've tried so many different options that I'm already confused. xD Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted March 15 Engineer Share Posted March 15 What do you mean by "result"? It's the output from your Noesis script which I just rotated around in the viewport using the mouse cursor. 2 Link to comment Share on other sites More sharing options...
Pavel992 Posted March 18 Author Share Posted March 18 (edited) ha, it seemed to me that he was in the right pose). here's another example with fewer bones skel2.zip Edited March 18 by Pavel992 Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted March 18 Engineer Share Posted March 18 Which are the values of biturn? 1 Link to comment Share on other sites More sharing options...
Engineer Durik256 Posted March 18 Engineer Share Posted March 18 I'll answer here. it works for the small one, but the humanoid is still having a hard time 🙂 fmt_test.zip 3 Link to comment Share on other sites More sharing options...
Pavel992 Posted March 18 Author Share Posted March 18 (edited) 44 minutes ago, shak-otay said: Which are the values of biturn? (as far as I understand, in this case the length of the bone is its position). because logically, you need to rotate the bone and then add the position of the parent, but this doesn’t work( Edited March 18 by Pavel992 Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted March 18 Engineer Share Posted March 18 (edited) @Durik256: as always you're on the right track. Your script gives the same result as biturn (X, Z swapped, though). (Ah, wait, and the minus is "missing" from Y.) 0 286.875 4.746 344.443 1 13.096 353.584 30.674 2 54.316 0.000 0.000 3 298.740 291.182 66.182 ... 28 4.482 79.805 196.348 29 350.947 47.900 179.824 30 78.926 0.000 0.000 31 347.168 352.617 1.582 Edited March 19 by shak-otay 1 Link to comment Share on other sites More sharing options...
Engineer Durik256 Posted March 19 Engineer Share Posted March 19 @shak-otay: in my example above, I completely repeated the biturn values, creating the bone as position [0,0,lenght] and rotation [Z,-Y,X] and it worked for the small skeleton, but not for the humanoid 🙂 I'm too already confused. I just started going through the options, some give results similar to the original. xD rot = NoeAngles([X, Z, Y]).toMat43().inverse() pos = NoeVec3([0,0,lenght]) fmt_test.zip other: 1 Link to comment Share on other sites More sharing options...
Pavel992 Posted April 3 Author Share Posted April 3 I'm still trying to do it T_T Link to comment Share on other sites More sharing options...
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