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#1
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| Hello, i'm not so strong in vrml (therefore i'm asking, lol), but I created a human body in vrml. Now when i'm moving (for instance) left hand i need 8 arrows starting from the hand, that will direct the 8 basic possible choices for movement. (like up, down, left right, forward, backward and combination of up/right, up/right forward....). Now whenever user will click on that arrow, hand will move in that direction. The problem that i'm facing is, that I don't know how to make the arrows allways direct the same direction (like forward arrow should always start on the hand, and go forward, up should allways go up). Whenever i rotate some part of the body, the arrows change the direction. In other words. I need to have arrows, that allways start in point specified by point in my vrml structure, but i need, that they will not change direction on rotation of the parent objects (or rotation of parents of the parents...) Can anybody help me pls? I can send you example of my body vrml if you will need it. Thx a lot. |
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#2
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| i think you need a HUD, a HUD is a structure whose contents remain fixed relative to the viewer, in VRML this was an omission, many people have written VRML that uses the avatar position and routes it to a transform block, but its problematic. |
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#3
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| Let me get this straight, you want it so that rotating an joint doesn't change the orientation of the controls of the children joints.... Um tricky, look up Inverse Kinetics, maybe that is more useful for what your are trying to do. Otherwise you need to add the rotation produced by controls to the existing rotation. That is use an offset. Thanks to the wonders of vrml browsers you'll have to use the quaternion code from michael wagner to multiply rotations. example usage in http://elearning.crnl.hu/elearning/v...LightPROTO.wrl |
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