Closed FlantasticDan closed 5 years ago
Blender orients the world as Z-up
for no particularly good reason 😡
The code had been written assuming the data was presented in the normal "industry standard" Y-up
Updating to the Z-up
axis improved accuracy to a degree but...
The camera values are reported in world space which is not equivalent to local space values used to calculate the Angle of View adjustment.
mathutils
module has solved the local vs. world space issue.
The solution was reached by projecting an imaginary point 1 unit in front of the camera at its spawn point, rotating that about the x, followed by y, followed by z axis according to the calculated Angle of View calibration. The rotated point is then translated to the current camera position to form a line defined by this projected point and the camera's position.
The mathematics for this operation come courtesy of a write up by Paul Bourke: http://paulbourke.net/geometry/rotate/
The data coming out of the
mocapSolver.py
does not result in data which is usable. Something must be wrong with the math.Ideas: