Re: [Algorithms] Representing Animation Key Frame with Quaternion+Translation Vector
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From: Lim S. C. <si...@ga...> - 2008-06-23 10:08:40
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Thanks for the replies, guys. Suppose I have a hierarchy with 2 connected bones. One of them (bone0) is the root, the other (bone1) is the child. Say bone0 has transformation T0 (q0, p0) and bone 1 has T1 (q1, p1), where q0, q1 are quaternions representing modelling space rotation, and p0, p1 are vectors representing modelling space translations. To compute the world space orientation for bone1, I would do the following: q1World = qWorld X q0 X q1; I am really interested to find out if there is a similar way to compute the world space translation for bone1. Thanks! "Marc B. Reynolds" <mar...@or...> wrote: > Is "study parameter" a typo there? I couldn't find any google hits on that phrase. Try "study parameters", with an additional key, such as: kinematics, screw, wrench, twist, robotics, etc. Some works use "Study parameters" to replace the "dual", since dual is heavily overloaded in mathematics. ------------------------------------------------------------------------- Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list |