Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Ricard · Dec 13, 2010 at 05:20 PM · animationkinematic

Forward Kinematics Question

Hi,

I have a kinematic chain in Unity3d with a root and some child joints. I have each joint rotation calculated with an external tool and I want to transfer it to unity. The problem is that my method works on some joints and not on the others. I realised that only works in joints that are direct child of the root. Also, rotating a fixed amount for each joint, does not rotate the same for all joints.

My method (for each non-root joint):

// get a quaternion from a 3x3 rotation matrix (custom function) Quaternion q = buildQuaternion( externalToolMatrix ); // qIni is the localRotation from parent jointTransform.localRotation = q * qIni;

Any ideas? I know this is a forward kinematic problem, where a joint rotation depends on its parent, but I don't know how to do this in Unity. Maybe with worldToLocalMatrix or something like that?

Thanks,

Ricard

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image skovacs1 · Dec 13, 2010 at 07:35 PM 0
Share

Your question seems too narrow of focus or does not include enough details to provide a sufficient answer. Perhaps you should consider revising to add more information.

avatar image skovacs1 · Dec 13, 2010 at 07:39 PM 0
Share

You have some tool that calculates some rotations, but are you sure it is correct? If you are, then your application of the output is incorrect. What coordinate space are the rotations relative to? If world-space, use Transform.rotation. If parent-relative, use Transform.localRotation. If relative to some root, treat the rotations as being in world space and multiply by the specified root's rotation. You multiply some initial rotation by q. Is q a delta rotation or is it the resultant rotation? Is your initial rotation correct and do you need it?

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

No one has followed this question yet.

Related Questions

OnAnimatorIK and LateUpdate execution order 0 Answers

Why can't the weight of IK constraint be keyframed with Animation Rigging package? 0 Answers

Animating rotation with root motion applied on a 2D sprite which has a kinematic rigidbody2D doesn't work 1 Answer

Kinematica: can't preview animation clip properly 2 Answers

Can the animation editor create local rotational data? 3 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges