WZN opened this issue on Jan 14, 2001 ยท 14 posts
an0malaus posted Tue, 08 February 2005 at 11:48 PM
Has anyone attempted to make use of (let alone understand) the actor local and world quaternions exposed in the Python interface? As explanation, I'm investigating ways to identify the angular change in attitude of body parts and props with respect to the poser coordinate system in order to automatically control morph targets to simulate gravity effects. I'm being stymied so far by lack of A) Poser relevant documentation (i.e. how the actor.WorldMatrix() tuple is ordered, B) synaptic disaffection due to a severe throat infection, and C) suspicion that there is no Python interface to the actor rotation ordering (XYZ or YZX, etc.) necessary to correctly interpret quaternion coordinate systems. As far as my recent research into 3DCG applications for quaternions goes, it seems that quaternion interpolation would most likely eliminate animation discontinuities inherent in using the Euler (global X,Y,Z) rotation angles when in gimbal lock situations (i.e. one axis is rotated to coincide with another thereby losing a degree of freedom).
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