Our rigs only move in XY and rotate in Z, so the sensor data has information I don't always want to apply. Ultimately I have to map the raw sensor data to different axis based on various conditions. I get what you are saying so far, and I just wanted to make sure this is the most efficient approach: 1. Raw data -> MMatrix -> Euler -> Euler.z 2. get objects MTransformationMatrix -> euler 3. Set objects euler.z = to this euler.z 4. MTransMatrix setRotation( updated euler )
I was just doubting myself because of the number of objects and conversions and thought there was some better way that I was missing. On Wed, Jul 18, 2012 at 9:12 AM, Adam Mechtley <[email protected]>wrote: > Hi Justin, > > I'm not 100% clear on the needs (i.e., why only one axis is desired, which > prevents you from using a much cleaner quaternion-based solution), but if > you're only wanting to extract rotation about a single axis from a matrix > that has rotation about all three axes, then you need to select some > decomposition order if you want it as Euler angles (e.g., XYZ, ZXY, > etc.)—probably just whatever is being used by the transform you are piping > it to. In Maya, there is an MTransformationMatrix constructor that accepts > an MMatrix. Thereafter, you can call reorderRotation on the transformation > matrix to set your desired decomposition order and simply get its > eulerRotation. > > Sorry if I missed what you need to do a bit, but hopefully there's > something helpful here > > > On Tue, Jul 17, 2012 at 5:15 PM, Justin Israel <[email protected]>wrote: > >> Hey all. >> >> My current project right now has an aspect which is not my forté. >> Hopefully you guys with strong matrix manipulation skills can advise the >> "pipeline" guy... >> I'm dev'ing a library that reads and delivers Kinect sensor data to Maya. >> The joint orientation data is delivered as 3x3 rotation matrices. As of now >> to get the concept working, I am converting them to Euler on the library >> side (via >> cgkit<http://cgkit.sourceforge.net/doc2/mat3.html#mat3.toEulerXYZ>), >> and then piping them into maya over my socket. Within Maya, for this >> specific example, I am just interested in applying the rotZ to my >> component. And I am doing that very basically right now with a rotate >> command to see live results. >> >> What I would like to do is just send my 3x3 rotation matrix in its raw >> form and apply the rotZ via the API to the rotation of the transform. I >> will always be applying transformations by discrete axis (usually I only >> care about rz, and for translation I only care about tx/ty). >> >> Can someone give me a quick workflow suggestion of 3x3 rotation matrix -> >> add rz to QTransformationMatrix ? >> I know I will need to pad it out to 4x4, and create an MMatrix, but once >> I have that I am pretty weak on the concept of the matrix operations. >> >> -- >> view archives: http://groups.google.com/group/python_inside_maya >> change your subscription settings: >> http://groups.google.com/group/python_inside_maya/subscribe >> > > -- > view archives: http://groups.google.com/group/python_inside_maya > change your subscription settings: > http://groups.google.com/group/python_inside_maya/subscribe > -- view archives: http://groups.google.com/group/python_inside_maya change your subscription settings: http://groups.google.com/group/python_inside_maya/subscribe
