Well, much easier than extending RotatorInterpolator is to add your leg,
for instance, to another TransformGroup and after that set appropriate
translation to that group. This would translate coordinates origin of
TransformGroup from the center of your leg to the location u want. In
the Sun's examples, there is a good application where u can see some
source code. It's called TickTockCollision. Just have a look at it.
All the best,
-=V=-
Stefan Klaetschke wrote:
>
> Hi,
>
> I have created a virtual character who can walk around the scene using
> the rotationpathinterpolator. But the movements don't look very nice,
> because the rotation point of all rotating elements (e.g. body, thigh,
> lower leg, etc.) is situated in the middle of these elements. So for
> example the lower leg detaches from the thigh, while it's rotated,
> because the rotation point is anyplace on the shinbone and not on the
> interface between lower leg and thigh as desired.
>
> I'm looking for a possibility to change the rotation point. The
> rotationpathinterpolator doesn't support this methode. It think it's
> easy to solve, but I don't know how ...
>
> Any suggestions?
>
> Thanks,
> Stefan
>
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