hi!
I m fighting a little bit for an animated caracter.
I m using Joints to obtain a kind of robotic arm in 2d.
So i have the joint x y and rotations, and i want to place images to figure the parts of the arms, on different quads.
So i m placing quads, but i m fighting to calculate the orientation of the quad with joints points.
i have use tangent from woei, and expr atan to try to obtain a valuable information. ( a rotation making the quad match the straight line between 2 joints)
Hi Karistouf.
What about to use line.fx with instead of quads? you can also use textures.
I recommend to use quads only for the possible Joins/knee, with a circle texture with similar diameter than the width lines, or segment node changing the factor if you are thinking to use circle arcs joins.
hi ari, nice to read you. no the problem is that i m not handling all the graphical creation process on this one. we are creating in common with a “classical cartoonist”. this will be surely a very interresting adventure.
So i need to set textures not deformed to fit the ending look.
but merci for your tips ( where is located line.fx ? ) ;-) could be a good thing if i can texture on it…
actually the patch is quite dirty. a solution between 2d and 3d.
for 3d you’d need to calculate the rotation in 3d.
for 2d you’d don’t need that differential normalize combo but just a pairwise and points2vector…
hi woei, i encountered some troubles with this patch as a subpatch on distributed many times in my patch. Values fixed for all subpatch expect first one, and i was trying to set a single patch for each couples of Vec3D entries. ( obtaining one quad per one quad).
But it helped me a lot because you pointed to me thePoint2Vector node, wich shows orientation and length ( i m in 2D on this project).
SO its really nice, to couple Joint power to 2d graphics