Forum: Poser Technical


Subject: Restoring Non-IK rotations from IK rotations on Goal body part

kuroyume0161 opened this issue on Jun 06, 2005 ยท 13 posts


kuroyume0161 posted Tue, 07 June 2005 at 6:25 PM

That's where the matrix concatenation comes in. This is how it is done for any hierarchy - the transformations of the parent are applied to the child in an accumulative sense. So, as you go down the hierarchy, the matrix accumulates the rotations. One thing to note, the rotations on the children may need to consider the coordinate system of the parents - but I'm uncertain as it didn't affect me in Cinema 4D. Coordinate frame shifts are not very difficult when using matrices.

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

 -- Bjarne Stroustrup

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