[ODE] newbie question -- ode orientation matrices and quats

Shaul Kedem shaul_kedem at yahoo.com
Fri Nov 21 15:12:40 MST 2003


Daniel,
 This looks amazing, how did you create the explosion?

--- Daniel Monteiro Basso <dmbasso at inf.ufrgs.br>
wrote:
> 
> Hi,
> 
> I made a library for scene management, with povray
> output. I'll release
> it GPLd in the future (when the whole simulator I'm
> building is stable
> enough).
> 
> The part that deals with the translation/rotation
> matrix is:
> 
>    if (type!=dPlaneClass)
>       out << "matrix <"
>         << rot[0] << ","  << rot[8] << ","  <<
> rot[4] << ",\n"
>          << rot[1] << ","  << rot[9] << ","  <<
> rot[5] << ",\n"
>          << rot[2] << ","  << rot[10] << ","  <<
> rot[6] << ",\n"
>          << pos[0] << ","  << pos[2] << ","  <<
> pos[1] << ">\n";
> 
> As you can notice, povray uses columns instead of
> lines, and the 'up'
> vector is Y, not Z.
> 
> You can see the current stage of the simulator
> (named 'phi') at:
> http://www.inf.ufrgs.br/~dmbasso/phi
> 
> There is not much to see yet, but I welcome
> feedback.
> 
> Hope this helps... :)
> 
> Daniel
> 
> 
> On Wed, 2003-11-19 at 22:24, Chris Calef wrote:
> > A question from an ODE newbie --
> > 
> > I just started using it, am absolutely ecstatic,
> but
> > am having problems communicating with other
> > applications. This question may be out of scope,
> > because it may have more to do with 3ds max and
> povray
> > than ode, but the fact that I can't make it work
> in
> > either app makes me wonder if it is something
> strange
> > about ODE.
> > 
> > What I've been trying to do is save the positions
> and
> > orientations of objects in my ODE simulation to
> frames
> > that can be used for static animations, for game
> > characters.
> > 
> > What I did was every few frames, write out the
> matrix
> > or quaternion (I tried both), and the position, of
> > each object in my simulation.  Then I used
> maxScript
> > to read that in to 3ds max (using the quaternion
> > version, because from the max docs it appears that
> you
> > can't set the object's local orientation matrix
> > directly).  The positions worked fine, of course,
> but
> > the orientations never worked, it looked like they
> > were getting close but they never quite lined up
> with
> > what they should have been.
> > 
> > I then tried the same thing in povray, using the
> > matrix from dBodyGetRotation (trying about every
> > possible permutation of ways the matrix could be
> > organized).  Still no luck.
> > 
> > I understand that this is a pretty vague question,
> but
> > I'm just wondering if there is some core weird
> thing
> > about how ODE handles orientations that could
> solve my
> > problems.  Thanks to everyone who's worked on ODE,
> it
> > is BEAUTIFUL!!
> > 
> > Chris Calef
> > 
> > 
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