Kinematic controller joint rotation broken?

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Re: Kinematic controller joint rotation broken?

Postby Julio Jerez » Fri Dec 15, 2017 7:08 pm

It believe it works, you only need to pass the target matrix, you code pass the wrong one.
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Re: Kinematic controller joint rotation broken?

Postby pHySiQuE » Fri Dec 15, 2017 7:23 pm

Nope, it doesn't matter if I flip the quaternion or not. And if I call SetRotation() to force the rotation I can see my quaternion is correct (at least by my own engine's conventions). I can make another demo if you like.
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Re: Kinematic controller joint rotation broken?

Postby pHySiQuE » Fri Dec 15, 2017 7:33 pm

Hmmm...I might not have built the custom joints DLL successfully...let me check this...
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Re: Kinematic controller joint rotation broken?

Postby pHySiQuE » Fri Dec 15, 2017 8:55 pm

Okay, after a restart it is now building again. Works great!

My quats do have to be inverted from yours, but it all works perfectly now. Thanks a ton! :mrgreen:

This makes a huge difference in our games because we can smoothly pick up objects.
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