Re: pfDCS nodes and origin

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ROY RUDDLE (saprar++at++thor.cf.ac.uk)
Tue, 7 Nov 1995 15:00:09 +0000 (GMT)


On Tue, 7 Nov 1995, Svenn K Forfang wrote:

> I`m going to animate a human model using Performer on an MEdit model.
> What i want to do is to insert pfDCS`s as joints in the model, but
> I can not find a way to move the origin of rotation for the pfDCS node.
> How can I accomplish this?

You can do this using pfDCS's. It just involves constructing the correct
transformation matrix (a pfDCS is a general 4x4 matrix).

For example, to rotate an object around an origin which is xyz from the
objects (model) coordinate origin combine the following transformations
into one DCS:
 1) translate the model by -x, -y, -z
 2) rotate as normal (ie. about "new" origin)
 3) translate back (by x, y, z)

The operation for a general rotation about another axis just involves a
couple of extra rotations at stage (2).


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