Hi Tekkai,
Load the model, it display ok.
If I set the rotation to 0-0-0, the positions of the joints are wrong also.
What is the bind pose and it's inverse u mentioning? Is this the initial rotation absoluteTransformation or local rotation of the bone (when we load the model into Irrlicht ...
Search found 10 matches
- Tue Jan 10, 2012 9:25 pm
- Forum: Advanced Help
- Topic: Relative Joint Rotation
- Replies: 17
- Views: 4531
- Tue Jan 10, 2012 4:31 pm
- Forum: Advanced Help
- Topic: Relative Joint Rotation
- Replies: 17
- Views: 4531
Re: Relative Joint Rotation
Hi Tekkai,
I just back to the project after a while.
May I know how do you set-up the matrix from the openNI orientation to irrlicht.
I obtain the joint orientation in this way. My model is created by Blender, when import to Irrlicht, only the y is inverse with the Kinect coordinate system. So ...
I just back to the project after a while.
May I know how do you set-up the matrix from the openNI orientation to irrlicht.
I obtain the joint orientation in this way. My model is created by Blender, when import to Irrlicht, only the y is inverse with the Kinect coordinate system. So ...
- Mon Dec 19, 2011 6:59 pm
- Forum: Advanced Help
- Topic: Relative Joint Rotation
- Replies: 17
- Views: 4531
Re: Relative Joint Rotation
Up with my problem
@Tekkai would you mind explain more about the initial rotation?

@Tekkai would you mind explain more about the initial rotation?

- Thu Dec 15, 2011 11:39 pm
- Forum: Advanced Help
- Topic: Relative Joint Rotation
- Replies: 17
- Views: 4531
Re: Relative Joint Rotation
Thank you Tekkai, it's good to know that someone actually done this is helping me cause I'm really stuck at the moment and if I cannot find a solution soon I might have to change the rendering engine. But for now knowing you have actually done this I will stick with Irrlicht :lol:
I have already ...
I have already ...
- Thu Dec 15, 2011 12:20 pm
- Forum: Advanced Help
- Topic: Relative Joint Rotation
- Replies: 17
- Views: 4531
Re: Relative Joint Rotation
Rdr, I think that your method only find out the World Rotation. You have to convert it into local rotation before apply the setRotation.
How can I convert from world rotation to local rotation?
I have been thinking about using the inverse absolute transformation matrix but this only works with ...
How can I convert from world rotation to local rotation?
I have been thinking about using the inverse absolute transformation matrix but this only works with ...
- Thu Dec 15, 2011 8:51 am
- Forum: Advanced Help
- Topic: Relative Joint Rotation
- Replies: 17
- Views: 4531
Re: Relative Joint Rotation
@RdR
That looks correct, but not working either. The joint movement is still not correct. :(
@Tekkai:
I think that in your previous work, after you get the Euler angle, you should apply the rotation by the order(euler.Z,euer.X,euler.Y)
Btw how is your project with Kinect atm. Have you managed ...
That looks correct, but not working either. The joint movement is still not correct. :(
@Tekkai:
I think that in your previous work, after you get the Euler angle, you should apply the rotation by the order(euler.Z,euer.X,euler.Y)
Btw how is your project with Kinect atm. Have you managed ...
- Wed Dec 14, 2011 12:51 pm
- Forum: Advanced Help
- Topic: Relative Joint Rotation
- Replies: 17
- Views: 4531
Re: Relative Joint Rotation
This function RdR
foreArmL->setRotation(lElbowRotationDeg);
foreArmL is a Joint Node :D
I just have a thought that the result from my calculation is rotation degree in world coordinate not relative joint coordinate. I must have a way to convert it to relative coordinate before apply the rotation ...
foreArmL->setRotation(lElbowRotationDeg);
foreArmL is a Joint Node :D
I just have a thought that the result from my calculation is rotation degree in world coordinate not relative joint coordinate. I must have a way to convert it to relative coordinate before apply the rotation ...
- Wed Dec 14, 2011 8:50 am
- Forum: Advanced Help
- Topic: Relative Joint Rotation
- Replies: 17
- Views: 4531
Re: Relative Joint Rotation
That function to convert Radian to Degree. The rotation function uses Degree not Radian 
Do I have to reset the joint to the initial rotation before rotate it to a new rotation ?
Do I have to reset the joint to the initial rotation before rotate it to a new rotation ?
- Tue Dec 13, 2011 4:45 pm
- Forum: Advanced Help
- Topic: Relative Joint Rotation
- Replies: 17
- Views: 4531
Relative Joint Rotation
I am currently working on a project using Kinect to control the Irrlicht virtual avatar;
From the Kinect, I was able to get the vectors
kShoulder = Neck->Shoulder, kUpArm = Shoulder->Elbow and kForeArm = Elbow to Hand.
http://img600.imageshack.us/img600/2676/skeld.png
Then I follow this ...
From the Kinect, I was able to get the vectors
kShoulder = Neck->Shoulder, kUpArm = Shoulder->Elbow and kForeArm = Elbow to Hand.
http://img600.imageshack.us/img600/2676/skeld.png
Then I follow this ...
- Tue Dec 13, 2011 8:52 am
- Forum: Beginners Help
- Topic: Irrlicht 1.8 DLL and lib file not compatible ?
- Replies: 5
- Views: 784
Irrlicht 1.8 DLL and lib file not compatible ?
Hi.
I am working on a project require the quaternion to euler fix in the Irrlicht 1.8 build.
So I downloaded the nightly build form this website: http://irrlicht.convextech.ca/
However when running my project I face this error:
Run-Time Check Failure #0 - The value of ESP was not properly saved ...
I am working on a project require the quaternion to euler fix in the Irrlicht 1.8 build.
So I downloaded the nightly build form this website: http://irrlicht.convextech.ca/
However when running my project I face this error:
Run-Time Check Failure #0 - The value of ESP was not properly saved ...