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Joint rotation order can't be customized #227
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I'm working on adding this for myself. It doesn't seem too difficult, tho that might indicate I'm doing it wrong. It involves a change to the addJoint() method in component.Main, and some UI and other stuff of course. Is this something you want mGear to support, @miquelcampos? |
@Ruuttu thanks for the head up on this. I didn't know about that. right now I am working to make mGear more friendly for game engine. So any addition is welcome. btw: I am moving everything to the new separated repository configuration. I will prepare some video ASAP of how to contribute with the new structure. For the moment, if you prefer, you can make the pull request in this repo, and I will copy manually to the new structure. Thanks, |
Unfortunately I don't have a full picture of the issue at this time. Apparently one reason to control rotation orders is to minimize euler flipping. If you connect the quaternion from a decomposeMatrix node to a quatToEuler node you can compare the effect of different rotation orders. With default XYZ rotation orders, the inputs |
Hi @Ruuttu Is this a flipping issue that you have found exporting to game engine? sample date will be very helpful, do you have any? Thanks again! |
For compatibility with a particular game engine or pipeline, you may need the joints to use a different rotation order than XYZ. Customizing the rotation orders per joint seems unnecessarily complicated, and per component might not be that useful. However, it should be feasible to customize it globally ("per rig") at least.
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