Changes between Version 9 and Version 10 of OgreRenderEnvironment


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Timestamp:
07/04/14 15:29:19 (4 years ago)
Author:
welberge
Comment:

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  • OgreRenderEnvironment

    v9 v10  
     1== Changing the camera position ==  
     2In your scene file (data/scenes): 
     3{{{ 
     4<nodes> 
     5        <node name="Camera.target" id="349" isTarget="true"> 
     6            <scale x="1" y="1" z="1" /> 
     7            <position x="0.0" y="1.1" z="0.0" /> 
     8            <rotation qx="0" qy="0" qz="0" qw="1" /> 
     9        </node> 
     10 
     11        <node name="Camera_Node"> 
     12            <position x="0.0" y="1.15" z="1.2" /> 
     13            <rotation qw="1" qx="0" qy="0" qz="0" /> 
     14            <scale x="1" y="1" z="1" /> 
     15            <trackTarget nodeName="Camera.target"> 
     16                <localDirection x="0" y="0" z="-1" /> 
     17            </trackTarget> 
     18            <camera name="OgreViewerCamera"  fov="0" projectionType="orthographic"> 
     19                <clipping near="0.05" far="2000" /> 
     20            </camera> 
     21        </node> 
     22</nodes> 
     23}}} 
     24If a nodes tag is already there, merge than only the inner tags. 
     25 
    126== Billie model setup == 
    227The Billie model has several Nodes (for e.g. teeth, body, shirt, shoes) that each have their own world transform (position, scale, rotation(currently assumed identity)). Each node has a skeleton; all skeletons have the same joints. The root of each of these skeletons is positioned (current assumption: no scale or rotation here) differently; all other joints are aligned. The root of each the skeleton is a child of the Node it is connected to. On the Ipaaca sender side on has one root (joint !HumanoidRoot), to position and rotate Billie. Moving !HumanoidRoot automatically moves the skeletonroots of all Nodes of the model. The !HumanoidRootJoint is positioned between the feet.