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build a skeleton from bone length


Pavel992

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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)🥹

IMG_3599.jpeg

files.zip

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1 hour ago, shak-otay said:

Seems you're having a 90 degrees problem with the lower 6 bones:

6_bones_90.png.d23310ba963a2be9b6bf5f6557aad7a4.png

how did you get this result? I've tried so many different options that I'm already confused. xD

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Posted (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(

IMG_3641.jpeg

Edited by Pavel992
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@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 by shak-otay
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@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

bandicam2024-03-1908-48-55-572.gif.904b0271988bc7a8e243907cc5e61a43.gif

other:

-1.png.a5e7c5f5359b956c4dd4e53a8eb0cda9.png

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