Jay, Do you know if there is a way to have boneposition and angles once interpolated client side ? I thought calling GetBonePosition in RenderStart should do the job but it isn't ;-(
J. 2009/4/23 Janek <jan...@gmail.com> > Wonderfull :-D You did it Jay. > > Thank you so much. Have a good day. > > J. > > First, in GetBonePosition, it is building the matrix > 2009/4/23 Jay Stelly <j...@valvesoftware.com> > > You can't negate an euler parameterization like QAngles to invert it except >> in special cases (e.g. your QAngle is zero on two axes). >> >> matrix3x4_t boneTransform; >> AngleMatrix( aHitBoxAngles, vHitBoxPos, boneTransform ); >> >> Then you can VectorRotate() and VectorIRotate() to perform forward / >> inverse rotations. >> >> Jay >> >> >> > -----Original Message----- >> > From: hlcoders-boun...@list.valvesoftware.com >> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Janek >> > Sent: Thursday, April 23, 2009 8:31 AM >> > To: Discussion of Half-Life Programming >> > Subject: Re: [hlcoders] VectorRotate >> > >> > This is the question I am thinking about. Sounds like the >> > answer is no. I'm >> > trying to determine which transformation of the angles I have >> > to do. If >> > somebody knows, I get it :) >> > >> > 2009/4/23 Jonas 'Sortie' Termansen <hlcod...@maxsi.dk> >> > >> > > Can you really invert the angle like that in 3 Dimensional space? >> > > >> > > ----- Original Message ----- >> > > From: "Janek" <jan...@gmail.com> >> > > To: "Discussion of Half-Life Programming" >> > <hlcoders@list.valvesoftware.com >> > > > >> > > Sent: Thursday, April 23, 2009 5:09 PM >> > > Subject: [hlcoders] VectorRotate >> > > >> > > >> > > > Hi all, >> > > > >> > > > There is something I don't understand with VectorRotate >> > method. I did the >> > > > following test : >> > > > >> > > > Vector vHitBoxPos; >> > > > QAngle aHitBoxAngles; >> > > > mstudiobbox_t *pbox = set->pHitbox(j); >> > > > if ( !pbox ) >> > > > continue; >> > > > pPlayer->GetBonePosition( pbox->bone, vHitBoxPos, aHitBoxAngles ); >> > > > >> > > > Vector vBefore (10,10,10); >> > > > Vector vAfter; >> > > > VectorRotate( vBefore , aHitBoxAngles, vAfter ); >> > > > >> > > > Vector vBefore2; >> > > > VectorRotate( vAfter, -aHitBoxAngles, vBefore2 ); >> > > > >> > > > I can see that vBefore2 has nothing to see with vBefore >> > even if I thought >> > > > it >> > > > should. How can I find back vBefore using vAfter and >> > aHitBoxAngles ? >> > > > >> > > > Thank you in advance for your help. >> > > > >> > > > ------------------- >> > > > j...@nek >> > > > _______________________________________________ >> > > > To unsubscribe, edit your list preferences, or view the >> > list archives, >> > > > please visit: >> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > > > >> > > >> > > >> > > _______________________________________________ >> > > To unsubscribe, edit your list preferences, or view the >> > list archives, >> > > please visit: >> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > > >> > > >> > >> > >> > -- >> > ------------------- >> > j...@nek >> > _______________________________________________ >> > To unsubscribe, edit your list preferences, or view the list >> > archives, please visit: >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > >> > >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> > > > -- > ------------------- > j...@nek > -- ------------------- j...@nek _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders