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True Marker Rotations

Posted: Sat Dec 13, 2008 10:50 pm
by DemonicSandwich
True Marker Rotations
This topic has a Quaternion (Quats) calculator to give you proper marker and bone rotations.

Items:
  • Example Video
  • Quats Calculator (post bottom or here)
  • [mode] Plugin (optional, post below)
In order to use the tool you must download and install Java3D from java3d.dev.java.net
Pick the installer package that matches your PC's chipset. For example: I have an Intel Proccessor and Graphics so I installed j3d-1_5_2-windows-i586.exe.

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Example Video
*right-click to save*
Note: To those who want to be a smart ass about my pronunciation: Euler is pronounced (oiler), not (youler).
This video is included to give an example as to how to use the tool. It may not be as in depth as it could be but it was 4am when I did it.

Result of above video:
Image

Credits
JacksonCougar, Xzodia: discovered the system of rotation used by markers.

Re: True Marker Rotations

Posted: Sat Dec 13, 2008 11:08 pm
by neodos
Now someone make a model viwer with marker placer xD

Re: True Marker Rotations

Posted: Sat Dec 13, 2008 11:24 pm
by DemonicSandwich
My mode plugin if anyone wants.

Re: True Marker Rotations

Posted: Sun Dec 14, 2008 1:17 am
by xxpenguinxx
Wow, I see this after I get the proper rotation for the warthog suspension. This will definitely help with getting the wheel angles right.

Re: True Marker Rotations

Posted: Mon Dec 15, 2008 1:15 am
by Aumaan Anubis
If the rotation is determined by the 4-coordinate system rather than the 3, do the normal XYZ coords in the plugin have any purpose?

Re: True Marker Rotations

Posted: Mon Dec 15, 2008 1:27 am
by DemonicSandwich
Aumaan Anubis wrote:If the rotation is determined by the 4-coordinate system rather than the 3, do the normal XYZ coords in the plugin have any purpose?
....
Well ya, they say where to place the marker. <_<

Re: True Marker Rotations

Posted: Mon Dec 15, 2008 1:35 am
by Aumaan Anubis
Oooooooohh...
I was under an incorrect impression, then.

But that makes sense.

*feels stupid*

Re: True Marker Rotations

Posted: Sat Dec 27, 2008 12:25 am
by Click16
DAMNIT IT WONT LOAD! any help would be nice...

Re: True Marker Rotations

Posted: Wed Dec 31, 2008 12:20 am
by xxpenguinxx
I just did a reformat, I installed the software and the app isn't loading.

Re: True Marker Rotations

Posted: Wed Dec 31, 2008 12:30 am
by Zieon Eslador
*.Net Javawork 3.5?

Re: True Marker Rotations

Posted: Wed Dec 31, 2008 12:32 am
by JacksonCougar
lewl.

Re: True Marker Rotations

Posted: Wed Dec 31, 2008 6:50 am
by NotZachary82
Zieon Eslador wrote:.Net Framework 3.5?
lulread.

Re: True Marker Rotations

Posted: Wed Dec 31, 2008 2:10 pm
by Zieon Eslador
:wow:

Dusnt mater, ur all jus jelolus of mi superiror intilekt!!1!!!!0ne!!Eleven!1!!1!1!!!
lolpwned u gais

Re: True Marker Rotations

Posted: Wed Dec 31, 2008 2:25 pm
by neodos
Phail.

Re: True Marker Rotations

Posted: Wed Dec 31, 2008 2:28 pm
by Zieon Eslador
neodos wrote:Phail.
Yea, pretty much.

Re: True Marker Rotations

Posted: Wed Dec 31, 2008 3:19 pm
by DemonicSandwich
(o_O)

Re: True Marker Rotations

Posted: Wed Dec 31, 2008 9:05 pm
by JacksonCougar
The funny thing is, being the one to bring this to Demonic's attention and all: I do not even use that tool. Google search Euler to Quaternion...

Re: True Marker Rotations

Posted: Thu Jan 01, 2009 9:54 pm
by xxpenguinxx
Since some people (including me) can't seem to get the program to run, I put together a quick app to do the calculations. I don't think the order is needed but if it is I'll add it in.

Re: True Marker Rotations

Posted: Wed Feb 04, 2009 10:39 pm
by JacksonCougar
Moved.