frilansspion
07-28-2010, 02:43 AM
hello!
bit of a newbie issue. Ive always tip-toed around the joint orient values without understanding them completely.
weve been working on some characters for a real-time application at work recently. Ive set up a few, and all have a "straight" FK skeleton constrained to a control skeleton with IK and whatnot. FK "game rig" skeletons movement gets baked out for use in the engine.
today we were suddenly told that the game rig joints cant contain any orient information (thanks numb-nut clients...), which I had used on most joints already. as you do. now, just zeroing out the orient values for a few joints doesnt really seem to affect the way they move with the constraining joint. but its still a little bit scary - is it safe? will it just magically be ok? or does anyone know of problems that will arise from doing this?
by the way the game rig is already weighted as well so it would be nice not to redo it all (although I realise I might have to...).
does anyone have any info on what really happens matrix-wise with the joints final position and orientation being calculated. are the orient and rotation values just added together in the matrix so the end result, that the skin considers, is the same? it just seems so odd that changing the orient values doesnt even mess up the bind pose (maybe it does?) and skin?
usually with an unconstrained joint I would just add the orient values to the rotations of course? does the constraints do this automatically when I change the values?
Im so used to absolutely everything breaking as soon as I changed the minutest thing without knowing exactly whats going to happen, this just doesnt feel right. =D
cheers! /m
bit of a newbie issue. Ive always tip-toed around the joint orient values without understanding them completely.
weve been working on some characters for a real-time application at work recently. Ive set up a few, and all have a "straight" FK skeleton constrained to a control skeleton with IK and whatnot. FK "game rig" skeletons movement gets baked out for use in the engine.
today we were suddenly told that the game rig joints cant contain any orient information (thanks numb-nut clients...), which I had used on most joints already. as you do. now, just zeroing out the orient values for a few joints doesnt really seem to affect the way they move with the constraining joint. but its still a little bit scary - is it safe? will it just magically be ok? or does anyone know of problems that will arise from doing this?
by the way the game rig is already weighted as well so it would be nice not to redo it all (although I realise I might have to...).
does anyone have any info on what really happens matrix-wise with the joints final position and orientation being calculated. are the orient and rotation values just added together in the matrix so the end result, that the skin considers, is the same? it just seems so odd that changing the orient values doesnt even mess up the bind pose (maybe it does?) and skin?
usually with an unconstrained joint I would just add the orient values to the rotations of course? does the constraints do this automatically when I change the values?
Im so used to absolutely everything breaking as soon as I changed the minutest thing without knowing exactly whats going to happen, this just doesnt feel right. =D
cheers! /m
