The idea was/is to avoid the whole vector to rad dance (with speed according to turn length) by getting a vector, and beeing able to turn a piece directly into that direction in one smooth movement.
+ Less Engine Calls
+Can use the output of most vector returning lua functions. (dont rememer if it has to be normalized)
Yeah, it will results in troubles as spring doesent use quaternions, which makes this basically three euler rotations.
https://www.youtube.com/watch?v=zc8b2Jo7mno
Spring.UnitPieceTurnVec(UnitID, normedVecX, normedVecY, norm
Moderator: Moderators
Re: Spring.UnitPieceTurnVec(UnitID, normedVecX, normedVecY,
If you had two vectors (shoulder joint to current IK position (x1,x2,x3), joint to desired IK position (x2,y2,z2), you can calculate the rotation matrix between these two vectors with http://sourceforge.net/p/advants/kaena/ ... mVectors.hPicassoCT wrote:The idea was/is to avoid the whole vector to rad dance (with speed according to turn length) by getting a vector, and beeing able to turn a piece directly into that direction in one smooth movement.
+ Less Engine Calls
+Can use the output of most vector returning lua functions. (dont rememer if it has to be normalized)
Yeah, it will results in troubles as spring doesent use quaternions, which makes this basically three euler rotations.
https://www.youtube.com/watch?v=zc8b2Jo7mno
Re: Spring.UnitPieceTurnVec(UnitID, normedVecX, normedVecY,
ever thought of doing all rotations with quaternions in lua and then convert the results to Tayler-Brian angles used in spring?
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Re: Spring.UnitPieceTurnVec(UnitID, normedVecX, normedVecY,
No, you smart ass, that not what I meant. What I mean is to show us your calculations, if you didn't calculate the equation and merely copy it, then tell us where, whom, name of it is.9heart wrote:http://en.wikipedia.org/wiki/Linear_algebraSuper Mario wrote:How exactly did you derived that may I ask?9heart wrote:You can build a rotation matrix to rotate about any arbitrary axis like this:
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Re: Spring.UnitPieceTurnVec(UnitID, normedVecX, normedVecY,
http://en.wikipedia.org/wiki/Rotation_m ... axis-angle
you probably could have found that in less time than it took to post and complain
you probably could have found that in less time than it took to post and complain
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- Posts: 823
- Joined: 21 Oct 2008, 02:54
Re: Spring.UnitPieceTurnVec(UnitID, normedVecX, normedVecY,
Or he could not be a smart ass,and just tell me the name of it, instead of posting a wiki link to linear algebra.Peet wrote:http://en.wikipedia.org/wiki/Rotation_m ... axis-angle
you probably could have found that in less time than it took to post and complain