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Apply hand rotations to Blender models #150
Description
It's more probably a Blender issue rather than a FrankMocap issue, but here there might be someone that already was capable of accomplish this task among this community, so this is why I am writing here.
My goal is to apply hand rotations coming from FrankMocap to a Blender character. Let's first state some concepts I think I understood while reading the paper and the documentation.
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FrankMocap estimates finger rotation based on the parent-bone-axes. This means for instance that each finger's first bone will be defined based on the wrist reference system. I guess that the wrist reference system is consistent with the forearm direction. But how exactly? In blender each bone expresses the +Y axis of its local reference system, while X and Z can be set with an arbitrary roll. E.g. in the human T-pose I have arms with X point upwards. What about FrankMocap? Is there a clear representation of it? Something like this?
If FrankMocap orientation is quite standard (or if it copies someone else's definition) can you point me to some documentation of it? -
I assume angles measure orientations and not rotations, since FrankMocap is frame-based does not consider movements, right? I guess that rotation can be computed as a delta compared to previous frame.
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[This is the real issue] In Blender you can express rotation in Euler angles, Axis-angles or Quaternions (see here). Anyway I understood that all of them are referred to the axis system located at the head (i.e. base) of the bone. Are you aware of an approach to transfer parent-based orientation to local axis coordinates? I fear this requires some robotics skill I cannot master.
Any comment on these topics might certainly be helpful. Thanks!