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Found 9 results

  1. I just recently came up with this idea of making a script that turns .miobject files to .mimodel files, that is, to simplify mineimator models but there's this issue when I try to apply the rotation changes affected by parent objects to a given point, sometimes it works but sometimes give bugged results, especially when multiple axies are rotated at the same time. I think it's have something to do with the method MI used to rotate objects, but I don't know how exactly it is done tho anyone has an idea? par_pos[:-1, -1] = [0, 0, 0] par_rot[:-1, :-1] = R.from_euler('xyz', [90, -90, 90], degrees = True).as_matrix() par_sca[:-1, :-1] = np.diag([1, 1, 1]) chi_pos[:-1, -1] = [8, 8, -32] matrix = np.dot(np.dot(par_pos, par_rot), par_sca)#scale * rotation * position (? final = np.dot(matrix, chi_pos) print(final[:-1, -1]) here's the test code for instance, I did it using a 4x4 matrix for the transformation matrix for some reason it gave a wrong answer especially when both rotating at X and Y axis
  2. When I click the value, it does not let me type the input manually. I have an object/body part selected and I am clicking the value, but manual inputs does not work. Any help will be greatly appreciated. Thank you.
  3. I've been having this annoying problem for ages now and I can't find the solution, also tried rotating it differently to have the arm tilted while pointing forward. The problem here is that the Y-Axis doesn't rotate with the X-Axis. In particular, all I need to do is to rotate the Y-Axis (blue), the X-Axis (yellow) should be rotating with it. This get's even more annoying when Y is 90 and Z is -90 or about. The critical result means that Y AND Z will rotate the same way. The picture below shows the current setup I have where X is -82.5, Y is 0 and Z is 7.5. I really expect Y's rotation to stay relative so I can tilt it when it's angled. I have no problems with the 3 Axis directions with other objects. This bug appears to only apply to Body Parts.
  4. This could be neat for rigs that have items that retract or something, also it would be a quicker work flow instead of double clicking the value (which sometimes is tricky to highlight the whole thing) and typing in the correct number, which the rotation lock would already have the correct value all the time.
  5. Normally when you click on a character a bunch of circles and lines will come up so you can rotate or move the part along the XYZ axis. But I don't know if I turned it off or if it's a glitch but, now when I click on a character nothing happens. I can still move them with the options on the side but I'd prefer to move them with the lines on the screen. Can anyone help?
  6. there have to be a - rotations for the hands and all parts of the body .. 'No Need for the head' and it have to be smoother I guess.
  7. Hey Guys! I have another suggestion, yay. So, if you'd open the rotate thingy of a limb in a keyframe, I thought, there could be an option which caps the rotaion at poinst where you can't rotate f.e. your arm IRL. Like, you could only rotate it about 90 Degrees to the back and stuff like that. That way, you could make your animations more human-like. And if you wanted to break an arm or do weird stuff, you could turn it off. Tell me if u like dis idea.
  8. I've thought about a small button that would fasten most of the rotations. My idea is a "+" and a "-" button under the rotation of X,Y and Z. When you press "+" it adds 90° to the rotation and the "-" substracts 90° . I think it's very useful when you put some schematics and the characters need to be in the way as the blocks. I hope David reads this
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