Im talking about skinning models. As in rigging them for animation.
(I reckon the whole industry is stupid, you should call it "rigging" not "skinning")
When your working with vectors, you get advantages and disadvantages.
When your working with angles, you get advantages and disadvantages.
Like how do I limit the head rotation so it cant spin all the way around facing backwards.
If I do it with a vector stick man, then how am I supposed to restrict the bone.
I am indeed in knowledge that if I used a rotational angle tree I would be able to limit it between two scalars... its just I wanted to work with vectors.
Note my stickmen are just vertices and lines connecting them, then I bind the model with orientation matrices so it acts to the skeleton.
This gives me ragdoll physics, its just now im stuck in vector representation and I dont know what to do...
Id perhaps want mouselook in an first person situation, but I dont want you to be able to mouselook all the way around, and what if the body changes angles, id want to keep the head so it couldnt spin back.
I realize if I did it with an angle heirarchy this would work, but then I possibly couldnt direct the head in the look vector.
[EDIT] turned out I could [/EDIT]
So whats a solution?