I have a 3d model in Xcode using SceneKit, that can rotate around itself, and i would like for it to move forwards based on rotation, for example if it is rotated 236 degrees in the z axis, it wouldn't go straight in x or y, but a bit of both so it would move forwards. Is it possible? Do i have to get any plugins?
No plugins required.
You can do this two main ways:
Move the object's position relative to its rotation by changing its "transform" over time.
Applying force (and/or impulses) over time (or instantly) in the direction you'd like your entity to travel.
Within these two approaches are a LOT of other considerations regarding scene size, resistance, speed, immediacy, etc.
Related
I am trying to get a stretched out cube (which we can call a plane for the sake of discussion) to orient itself to the normal vector of a plane described by three points. I wrote a script to find the normal of three points, and then used transform.LookAt to have the planes align. However, I am finding that this script is not working at all how it is intended to and despite my best efforts I can not figure out why.
drastic movements of the individual points hardly effect the planes rotation.
the rotation of the object when using the existing points in the script should be 0,0,0 in the inspector. However, it is always off by a few degrees and as i said does not align itself when I move the points around.
This is the script. I can also post photos showing the behavior or share a small unity package
First of all Transform.LookAt takes a position as parameter, not a direction!
And then it
Rotates the transform so the forward vector points at worldPosition.
Doesn't sound like what you are trying to achieve.
If you want your object to look with its forward vector in the given normal direction (assuming you are calculating the normal correctly) then you could rather use Quaternion.LookRotation
transform.rotation = Quaternion.LookRotation(doNormal(cpit, cmit, ctht);
alternatively to this you can also simply assign the according vector directly like e.g.
transform.forward = doNormal(cpit, cmit, ctht);
or
transform.up = doNormal(cpit, cmit, ctht);
depending on your needs
I've been looking for a solution to this for quite a while now (meaning several days) and I haven't found anything yet. Maybe I'm thinking about it wrong and there isn't a way, but let's try!
I'm recording hand-data on a Hololens (the Unity Hololens Input Simulation for now). This essentially gives me one float AnimationCurve for each hand joint for each transform.position.x to z and rotation.x to w. Now my goal is to put these curves into an AnimationClip and add it to an AnimatorController (via an AnimatorOverrideController) that animates a hand rig and replay the recordings. Everything so far works!
However, the recorded hand-data from the Hololens is in world scale, not in local scale. (which makes sense, since you usually want absolute coordinates when you want to know where the hand is.) But to animate the hand, it seems I'm only able to set local coordinates, which I don't have.
Example:
clip.SetCurve("", typeof(Transform), "localPosition.x", curve.PositionX);
Here, the clip takes the the x-coordinates from some hand joint and puts it to the localPosition.x of the corresponding hand rig joint. The problem: curve.PositionX is world-scale (absolute coordinates), but localPosition.x takes local-scale (coordinates relative to its parent).
I can't simply change "localPosition.x" to "position.x", like so:
clip.SetCurve("", typeof(Transform), "position.x", curve.PositionX);
even though the Transform class has both properties and position is the object's world scale position. I'm not sure why this doesn't work, but it gives me the following error:
Cannot bind generic curve on Transform component, only position, rotation and scale curve are supported.
I'm aware that it doesn't make much sense to use absolute coordinates for an animation, but I simply don't have anything else.
Does anyone have an approach how I can deal with this in a sensible, not-too-cumbersome way? It seems I have all the important parts, I just can't figure out how to put them together. Thanks so much already! :)
From my basic understanding, it seems like you are using the Input animation recording service provided by MRTK. Unfortunately, MRTK does not provide the localPosition version of Curves data. However, you can modify the data from the recordingBuffer after the InputRecordingService stops recording.
So, this is a method worth trying for you: in the handJointCurves dictionary property of recordingBuffer field, a set of pose curves is stored for each joint. And then, base on this table:Joint pose curves, subtract the position value of the key None from the position value of each other joint in every key frame so that the localPosition based on the key None is obtained.
Swift beginner struggling with moving a scene node in ARkit in response to the device motion.
What I want to achieve is: First detect the floor plane, then place a sphere on the floor. From that point onwards depending on the movement of the device, I want to move the sphere along its x and z axis to move it around the floor of the room. (The sphere once created needs to be in the center of the device screen and locked to that view)
So far I can detect the floor and place a node no problem. I can use device motion to obtain the device attitude (pitch, roll and yaw) but how to translate these values into meaningful x, y, z positions that I can update my node with?
Are there any formulas or methods that are used to calculate such information or is this the wrong approach? I would appreciate a link to some info or an explanation of how to go about this. Also I am unsure how to ensure the node would be always at the center of the device screen.
so, as far as I understood you want to have a following workflow:
Step 1. You create a sphere on a plane (which is already done)
Step 2. Move the sphere with respect to the camera's horizontal plane (i.e. along its x and z axis to move it around the floor of the room depending on the movement of the device)
Assuming that the Step 1 is done, what you can do:
Get the position of the camera and the sphere
This should be first called within the function that is invoked after sphere creation (be it a tapGestureRecognizer(), touchesBegan(), etc.).
You can do it by calling position property of SCNNode for sphere and for camera position and/or orientation by calling sceneView.session.currentFrame's .camera.transform which contains all necessary parameters about current position of the camera
Move the sphere as camera moves
Having the sphere position on the Scene and the transformation matrix of the camera, you can find the distance relation between them. Here you can find a good explanation of how exactly you can do it
After you get those things you should implement a proper logic within renderer(_:didUpdate:for:) to obtain continuous lock of the ball with respect to the camera position
If you are interested about the math behind it, you can kick off by reading more about transformation matrices which is a big part of Image Processing and many other areas
Hope that this will help!
I created 2 cylinders and put one on top of the other. Then I clicked to simulate physics and on each cylinder I added the following image blueprint, added a 50-point rotation on the z axis of each cylinder in opposite directions.
It turns out that in the simulation, when I perform, the cylinders rotate in one direction and move on the ground in the other direction. If it turns clockwise it moves left, and vice versa, and should be the other way around.
Can anyone help me solve this? It's for both cylinders to work together and I see how their simulation is accelerating with a constant rotation, but that's not what happens
If you want to simulate physics you should be applying forces to the cylinders using Add Torque in Radians or Add Torque in Degrees rather than modifying the rotation directly.
Alternatively, if you want to precisely control the cylinders, do not simulate physics. Instead, disable Simulate Physics and animate the rotation and position of the cylinders directly as you are.
I'm playing with OpenGL ES on iPhone and I'm trying to rotate a model by panning with the finger. I discovered the open source app Molecules that let's you do that and I'm looking at that code, but when it comes to rotate a model of mine I'm able to rotate it only around a point distant in the space (like it was in orbit as a satellite and I am the fixed planet).
Any suggestion on what can be wrong?
I can post the code later , maybe on demand (many lines)
For the most part refer to Molecules you can find it here MOLECULES
If my memory serves me correctly, I think you need to translate the model to the origin, rotate, and then translate back to starting position to get the effect you are after.
I think there is a glTranslate() function, Say the object is at 1,0,0. You should then translate by -1,0,0 to go to origin. That is translate by a vector going from the center of the object to the origin.
The draw code probably looks roughly like this:
glLoadIdentity();
glTranslate(0, 0, -10);
glRotate(...);
drawMolecule();
Now it's important to realize that these transformations are applied in reverse order. If, in drawMolecule, we specify a vertex, then this vertex will first be rotated about the axis given to glRotate (which by definition passes through the local origin of the molecule), and then be translated 10 units in the −z direction.
This makes sense, because glTranslate essentially means: "translate everything that comes after this". This includes the glRotate call itself, so the result of the rotation also gets translated. Had the calls been reversed, then the result of the translation would have been rotated, which results in a rotation about an axis that does not pass through the origin anymore.
Bottom line: to rotate an object about its local origin, put the glRotate call last.