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(Created page with "== Introduction == Controlling Objects in Unity with The Captury<br> - Cover the OSC syntax and how to get nodes as matrix / vector, absolute and relative<br> - How to create ob...") |
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Convert quaternion to 4×4 Rotation matrix.<br> | Convert quaternion to 4×4 Rotation matrix.<br> | ||
<source> | <source lang="C#"> | ||
Quaternion q = Quaternion.LookRotation(new Vector3(0,0.5,1)); | Quaternion q = Quaternion.LookRotation(new Vector3(0,0.5,1)); | ||
Matrix4x4 rot = new Matrix4x4(); | Matrix4x4 rot = new Matrix4x4(); | ||
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Convert 4×4 Rotation matrix to quaternion.<br> | Convert 4×4 Rotation matrix to quaternion.<br> | ||
<source> | <source lang="C#"> | ||
Matrix4x4 rot = new Matrix4x4(); | Matrix4x4 rot = new Matrix4x4(); | ||
rot.SetTRS(new Vector3(0,0,0),q,new Vector3(1,1,1)); //It’s the same “q” that mentioned above | rot.SetTRS(new Vector3(0,0,0),q,new Vector3(1,1,1)); //It’s the same “q” that mentioned above | ||
Vector4 vy = rot.GetColumn(1); | Vector4 vy = rot.GetColumn(1); | ||
Vector4 vz = rot.GetColumn(2); | Vector4 vz = rot.GetColumn(2); | ||
Quaternion newQ = Quaternion.LookRotation(new Vector3(vz.x,vz.y,vz.z),new Vector3(vy.x,vy.y,vy.z)); | Quaternion newQ = Quaternion.LookRotation(new Vector3(vz.x,vz.y,vz.z),new Vector3(vy.x,vy.y,vy.z)); | ||
</source> | </source> | ||
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== How to animate these Objects == | == How to animate these Objects == | ||
Asking for data;<br> | Asking for data;<br> | ||
<source> | <source lang="javac=script"> | ||
msg = handler.StringToOscMessage("/subscribe/fiona/blender/Root/vector 50.0 0.0 20.0"); | msg = handler.StringToOscMessage("/subscribe/fiona/blender/Root/vector 50.0 0.0 20.0"); | ||
handler.Send(msg); | handler.Send(msg); | ||
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2. Getting data;<br> | 2. Getting data;<br> | ||
<source> | <source lang="javascript"> | ||
switch (msgAddress){ | switch (msgAddress){ | ||
case "/Fiona_fit/blender/Root/vector": | case "/Fiona_fit/blender/Root/vector": | ||
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3. Giving the data to the object.<br> | 3. Giving the data to the object.<br> | ||
<source> | <source lang="javascript"> | ||
var transHip = GameObject.Find("Cube_hip1"); | var transHip = GameObject.Find("Cube_hip1"); | ||
transHip.transform.position = Vector3(hip[0], -hip[2], hip[1]); | transHip.transform.position = Vector3(hip[0], -hip[2], hip[1]); |
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