I just had an inquiry about our lack of support of per-joint rotational 
offsets.  That is a skeleton joint with zero rotation always has the 
same rotational coordinate system as its parent.  This implies..
 * ...a skeleton with every rotation zeroed-out, every joint with share 
the world's rotational coordinate system.
 * ...a positive-z rotation around one elbow with not be symmetrical 
with the positive-z rotation around the other elbow.
 * ...SmartBody prefers unnatural, "rectilinear" default/"zero" postures 
so that bones lengths exist along a single axis (an arm segment is +/-X, 
a leg segment is -Y, etc.).

We've just run into this problem again when trying to import animation 
data from another project.

I'm not happy with the results, and I'd like to discuss how to change 
the situation.  Adding support for rotational offsets will help us do 
simple tasks like flipping an animation.  It should also simplify 
asymetrical procedural controllers, like walk & point, as they will need 
less code to abstract or special case left and right sides.

However, I think our support for multiple rotation types (Euler, 
quaternions, and swing-twist) will complicate the issue.  Each rotation 
type will need its own offset format.

It will also require we add support for these offsets to our existing 
procedural controllers (gaze in particular), and may break several prior 
assumptions, like our straight, vertical spine.


This is not something we can jump on right away, but I believe it is a 
long standing issue we will need to address.

Thoughts and comments are welcome.



Anm


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