Eagleton

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The video: https://user-images.githubusercontent.com/37317459/126633958-717a5842-0223-4911-b93d-edb7159f287e.mp4 I imitated you and wrote a balance script and attached it to the test object. The purpose is to achieve STABILIZER_JOINT balance mode, and it becomes that...

I just rename the hips to pelvis, it's the same joint

Actually, I already did that ![image](https://github.com/TemugeB/joint_angles_calculate/assets/37317459/77a732c8-cae9-477a-a4ff-e6917d97f789) where RHip index = 1 and LHip index = 4

spine index = 7 From the point of view of the skeleton,It seems to a correct T other except pelvis. ![image](https://github.com/TemugeB/joint_angles_calculate/assets/37317459/a9779398-1e90-4479-a5cf-65a440a17c16) But some frame, the spine seems not very good...

When I calculate, I use the offset of my standard joints in the 2nd image in my original post. In my original post, I set hips world position and joints...

I mean I have two skeleton. One is the defined skeleton(left), and the other it the debug skeleton now ![image](https://github.com/TemugeB/joint_angles_calculate/assets/37317459/7405c94f-709e-4cd3-8447-ee0ac021aa4f)

It seems that in current frame the x is not correct the result ![image](https://github.com/TemugeB/joint_angles_calculate/assets/37317459/0d551d7b-36f3-4c0a-9a00-e78180bc0973) modified x ![image](https://github.com/TemugeB/joint_angles_calculate/assets/37317459/0023e3ac-8ab8-4d29-a52e-d1e60aaca3dd)