back to basics of "Transformation Matrices"

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robel
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back to basics of "Transformation Matrices"

Post by robel »

Hi,
as i see i must back to the basic description of all things to achieve my aim "animate a character using bone angle)

as i read in the theorique part , to animate a bone we must contruct a matrix transformation 4*4

BUT as i see ogre do not use matrix n it use position vector adn quaternion

i want more detail about that , and can we transform the ogres vector to matrix ?

i am
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mmixLinus
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Re: back to basics of "Transformation Matrices"

Post by mmixLinus »

Hi,

There are quite a few methods for converting to/from quaternions/rotation matrices etc. Check out:
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BR,
Sunil
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