Techniques
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Revision as of 17:49, 23 April 2014 by Cxo eoso (Talk | contribs) (wordsmithed the bullets here and there)
How to convert
TODO: this section has information that complements the preceding sections.
We can combine the pieces to show corresponding animations in HAnim and BVH. We can build an application program that uses these mappings.
- This conversion program operates off-line, not within an X3D scene, because X3D does not allow reading files.
Germane Wikipedia articles:
- Conversion between quaternions and Euler angles
- Rotation formalisms in three dimensions
- 1.2 Euler axis and angle (rotation vector) matches the X3D SFRotation
- 2.2 Rotation matrix ↔ Euler axis/angle
It looks like choosing the right matrix operations will perform this conversion. This requires careful composition of rotation matrix operations.