Tag Info

New answers tagged

0

By mapping out the transformation on graph paper, traversing the steps in reverse from result to original point, I was able to figure out the exact steps needed to answer my question. Instead of just building on my matrices with functions, I created several different matrices, each with their own part of the transform (rotation, translation). I then ...


-1

Depending on your compiler, when you divide PI in your calculations then the result could be interpreted as either a float or an int. From what I recall, the C++ standard demands that the result of an arithmetic operation on basic data types will always have the same signature as the left hand operand. However, not all compilers follow the standard. Because ...


1

I figured out how to fix this, but I'm still not entirely positive what the actual problem was. My rotation was very simple and was only in the X axis. The Y and Z axis remained at 0 throughout the rotation. However, if I manually type 0 into these boxes (even though they are already 0) the weird rotation problem goes away. This is repeatable. If I ...


-1

Are your keyframes in all 3 rotation channels? Try Ctrl+N in edit mode for the bones. Good luck. EDIT: are your rotations set to global or local? when you press i to enter a keyframe are you selecting locRot or Rotation? Whichever one you are using, try the other one.


1

Yes. Ensure that none of the vertices in the trunk are included in the bones controlling the arms. Check out the skin modifier documentation and how to either modify the envelopes you're using, or manually selected the vertices controlled by the underlying bone.



Top 50 recent answers are included