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  1. #1
    thomaashd_'s Avatar
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    CalcAngles for bones

    can someone give me the calc angles for bones?
    or i dont need to change nothing im doing some thing wrong

    heres my calc angles now
    Code:
    void CalcAngle(float *src, float *dst, float *angles)
    {
    	double delta[3] = { (src[0] - dst[0]), (src[1] - dst[1]), (src[2] - dst[2]) };
    	double hyp = sqrt(delta[0] * delta[0] + delta[1] * delta[1]);
    	angles[0] = (float)(asinf(delta[2] / hyp) * 57.295779513082f);
    	angles[1] = (float)(atanf(delta[1] / delta[0]) * 57.295779513082f);
    	angles[2] = 0.0f;
    	if (delta[0] >= 0.0) { angles[1] += 180.0f; }
    }

  2. #2
    Zaczero's Avatar
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    your calcangle is okay

    arguments:
    src = view vector
    dst = bone vector
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  3. #3
    thomaashd_'s Avatar
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    Quote Originally Posted by Zaczero View Post
    your calcangle is okay

    arguments:
    src = view vector
    dst = bone vector
    i calculate ok but my aim is very up but following the head

    nvm i fixed sry for waste of time
    Last edited by thomaashd_; 06-25-2017 at 02:53 PM.

  4. #4
    certmemer's Avatar
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    use vectorangles instead
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