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HomeGame Developmentc++ - Animate (match) mannequin to the true world dimension objects

c++ – Animate (match) mannequin to the true world dimension objects


I am undecided if my title is appropriately describing what I wish to obtain. Sorry if it is not.

The issue:

I am creating comfortable that can show fashions and permit some enhancing.
My present objective is to suit the mannequin to real-world objects (within the level cloud) utilizing the semi-automated answer. I wish to have ready a set of fashions with skeletal animation, the place every half is modifiable. The consumer is measuring a number of factors, and I robotically create all transformations for bones to suit the mannequin to the measurements. I had the most important drawback with counting the transformations in order that, for instance, the width of an object’s arm was 1.5 meters.

Precise answer (not adequate):

My present answer to this drawback is that in Blender the mannequin within the zero body of the animation is virtually folded to a flat aspect (and a few parts are 1 meter). Within the subsequent body, the item is positioned in some pattern association.
Understanding the association of the bones, I can simply calculate the transformation for the animation, as a result of it’s sufficient, for instance, to interchange one coordinate of the bone to set a component on the acceptable top.

Sadly, the massive drawback with this answer is that the traditional values of the planes are miscalculated, so there’s a easy transition on the edges of the objects as a substitute of a pointy one.

The query:

What’s the most right answer to my drawback? How ought to this be carried out in order that it doesn’t pose an issue sooner or later and doesn’t require unusual combos with fashions in Blender?

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