Exemplo n.º 1
0
        public void SetBoneSRT(int meshIdx, int boneIdx, double sX, double sY, double sZ, double rX, double rY, double rZ, double tX, double tY, double tZ)
        {
            remMesh        mesh        = Parser.MESC[meshIdx];
            remSkin        skin        = rem.FindSkin(mesh.name, Parser.SKIC);
            remBoneWeights boneWeights = skin[boneIdx];

            boneWeights.matrix = FbxUtility.SRTToMatrix(new Vector3((float)sX, (float)sY, (float)sZ), new Vector3((float)rX, (float)rY, (float)rZ), new Vector3((float)tX, (float)tY, (float)tZ));
        }
Exemplo n.º 2
0
        public void SetBoneSRT(string boneFrame, double sX, double sY, double sZ, double rX, double rY, double rZ, double tX, double tY, double tZ)
        {
            remId  boneFrameId = new remId(boneFrame);
            Matrix m           = FbxUtility.SRTToMatrix(new Vector3((float)sX, (float)sY, (float)sZ), new Vector3((float)rX, (float)rY, (float)rZ), new Vector3((float)tX, (float)tY, (float)tZ));

            foreach (remSkin skin in Parser.SKIC)
            {
                foreach (remBoneWeights boneWeights in skin)
                {
                    if (boneWeights.bone == boneFrameId)
                    {
                        boneWeights.matrix = m;
                        break;
                    }
                }
            }
        }
Exemplo n.º 3
0
 public void SetFrameSRT(int idx, double sX, double sY, double sZ, double rX, double rY, double rZ, double tX, double tY, double tZ)
 {
     Parser.BONC[idx].matrix = FbxUtility.SRTToMatrix(new Vector3((float)sX, (float)sY, (float)sZ), new Vector3((float)rX, (float)rY, (float)rZ), new Vector3((float)tX, (float)tY, (float)tZ));
 }
Exemplo n.º 4
0
        public void SetBoneSRT(int boneListIdx, int boneIdx, double sX, double sY, double sZ, double rX, double rY, double rZ, double tX, double tY, double tZ)
        {
            odfBone bone = Parser.EnvelopeSection[boneListIdx][boneIdx];

            bone.Matrix = FbxUtility.SRTToMatrix(new Vector3((float)sX, (float)sY, (float)sZ), new Vector3((float)rX, (float)rY, (float)rZ), new Vector3((float)tX, (float)tY, (float)tZ));
        }