Search found 10 matches

by w00f
Tue Jan 10, 2012 9:25 pm
Forum: Advanced Help
Topic: Relative Joint Rotation
Replies: 17
Views: 4531

Re: Relative Joint Rotation

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 ...
by w00f
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 ...
by w00f
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? :(

Image
by w00f
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 ...
by w00f
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 ...
by w00f
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 ...
by w00f
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 ...
by w00f
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 :D

Do I have to reset the joint to the initial rotation before rotate it to a new rotation ?
by w00f
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 ...
by w00f
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 ...