Jump to content

Packed Primitive transformation equation


catchyid

Recommended Posts

Hi,

In Bullet simulation, pieces are packed and have attributes : (1) P , (2) orient quaternion, (3) pivot.

Somehow, these three attributes compute the final transformation matrix for each piece. My goal is to animate these simulated pieces in reverse (not just playback in reverse, but instead create more "interesting" animation). My question is how are Pivot and P related? Initially, P equals Pivot, then as the simulation goes: Orientation changes (which is logical), and Pivot drifts away from P (i.e. not equal anymore). I checked bullet[T|R|S] are they are all zero or identity.  

Thanks,

Link to comment
Share on other sites

If I remember correctly, if you want to use the intrinsics of your prims coming out of sim, to instance higher rez objects on the points, or maybe use CHOPS to smooth / reverse / tweak the sim, the equation should be like :

Ppoint = Pprim + (Ppoint - PIVOTprim) * TRASNFORMprim where PIVOT and TRANSFORM are respectectively a vector and matrix3. Ppoint should be static (position of the points at start of the sim).

Hope this helps

  • Like 1
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...