Documentation ¶
Index ¶
Constants ¶
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Variables ¶
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Functions ¶
Types ¶
type BVHAnimation ¶
type BVHAnimation struct { Root *BvhJoint Joints []*BvhJoint Values map[string]float32 // contains filtered or unexported fields }
func (*BVHAnimation) BuildAnimation ¶
BuildAnimation tries to match skin bones orientation with BVH model orientation in world space for each recorded frame. BuildAnimation will create appropriate rotations to match target BVH bone direction. Therefore BVH will work even if original pose of BVH model and current model are different.
However, currently this will only works if original skin don't have any rotation applied in bone direction and root bone (typically Hips) should have no rotation in pose position. If this not true you will see odd twists at some bones in animated model!
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