<div dir="ltr">I'm pretty happy just multiplying the joint centers by skeleton.matrix_world currently If people aren't happy, then I'll do the bone animations.<div><br></div><div>John</div></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Tue, Nov 26, 2024 at 11:24 AM Vincent Marchetti via x3d-public <<a href="mailto:x3d-public@web3d.org">x3d-public@web3d.org</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">The idea seems sound to me. Is it possible to do a prototype implementation using the Python API and use a shader/GPU accelerator once correctness is demonstrated?<br>
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Vince Marchetti<br>
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> On Nov 26, 2024, at 9:13 AM, John Carlson via x3d-public <<a href="mailto:x3d-public@web3d.org" target="_blank">x3d-public@web3d.org</a>> wrote:<br>
> <br>
> So my thought to convert orientation interpolators to Blender is to take an axis angle, convert it to a quaternion, multiply by the transform stack, then pull the rotation out of the animation and put it in the keyframe, then go to the next axis angle, etc. This sounds like a job for a compute shader (SIMD), but I don’t know how to use them, particularly in Blender.<br>
> <br>
> Hmm?<br>
> <br>
> John <br>
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