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
back to basics of "Transformation Matrices"
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robel
- Halfling
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mmixLinus
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Re: back to basics of "Transformation Matrices"
Hi,
There are quite a few methods for converting to/from quaternions/rotation matrices etc. Check out:
[/b]
BR,
Sunil
There are quite a few methods for converting to/from quaternions/rotation matrices etc. Check out:
[/b]
BR,
Sunil
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