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[Feature Request]Working with incoming bone chains #63
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Should be pretty easy given that the bones are hierarchical. |
Mostly a bunch of quaternion calculations, which, I've a bad history with personally XD |
You just multiply them in reverse order.
Then the euler angles can be taken out from it and used within the tracking data. |
Wait are you saying this is already a feature? |
Translation is where things get scary for me. Is it possible to write it all in an expression? |
They are not a feature (yet); but the feature could be trivially implemented; but I could also wrap bone quaternions so that they can be properly multipled from within lua. |
Validations
Description
When getting incoming bones through VMC signals, many programs will be sending bone chains that are difficult to work with in 2d. If there was a feature that let us link together these bone chains in order to get their world coordinates and world rotations, it'd uncover a lot of interesting options for use in animation
Suggested solution
A bone chain feature that lets us link together vmc bone signals, and allow the use of the world coordinates of those bones in expressions
Alternative solution
Currently, I'm looking through the XR animation project, and am trying to figure out a way to have it send world coordinate bones as an option. Though their project seems very difficult to modify.
Additional Context
No response
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