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There is an issue in getting the same quaternion/euler rotations from the character file made in Blender.
This project is taking quaternion data from a motion capture suit (Gyroscopes) and apply it to the character imported via ofxFbx.
After several day, I also tried to export it via different softwares with the same outcome.
The examples from ofxFBX gives me weird armatures in Blender 3D.
I also tried to use constraints, which does not seem to be supported with ofxFbx.
Do you have a working armature example as Blender 3D file I could use, or any information of how to actually get the rotation quaternions right?
The text was updated successfully, but these errors were encountered:
Hello,
Apologies for the slow reply. Blender and OF handle rotations a bit differently. When you exported from Blender, did you select Y Forward and Z Up? When you export from Blender are you able to view the animated fbx in other programs correctly? Something like https://www.autodesk.com/products/fbx/fbx-review lets me do a quick check.
There is an issue in getting the same quaternion/euler rotations from the character file made in Blender.
This project is taking quaternion data from a motion capture suit (Gyroscopes) and apply it to the character imported via ofxFbx.
After several day, I also tried to export it via different softwares with the same outcome.
The examples from ofxFBX gives me weird armatures in Blender 3D.
I also tried to use constraints, which does not seem to be supported with ofxFbx.
Do you have a working armature example as Blender 3D file I could use, or any information of how to actually get the rotation quaternions right?
The text was updated successfully, but these errors were encountered: