magicm: This fails miserably for any objects having a negative or non-uniform scale, but it seems to work well in any other case I have tested: fn…
Speaking for myself, the biggest part of the problem (and the only reason for using .bvh format) is that I have absolutely no control over the destina…
I tried that exact same code, having gotten it from the SL forums, and it works for a lot of cases but unfortunately not all of them. In particular, …
At the risk of sounding dense, I’d like to ask for clarification here… If you have a limb that rotates only 90 degrees along a single axis (we’ll pic…
S_S1: I checked my rotation code, it’s nearly identical to what you suggested. I did as well, and despite my earlier enthusiasm and report of su…
I seem to have solved my problems, though the solution is completely unexpected. First of all, thanks eek for the info, it helped put me on the right…
[EDIT] Post body removed, as it seems I may have been completely wrong, but I don’t know how to delete my post :-[
Very cool, thanks for the info. One part I’m still curious about, though; You said “it doesnt matter the rotation order of each joint you generally s…
Well in point of fact the particular BVH output that I require uses ZYX, XZY, or YZX, etc., based on the particular joint. I think I have all of that…
I know it’s been almost two months since you asked your question, did you ever find a resolution for this? I am also currently working on a BVH expor…