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I use the global orientation to represent the rotation matrix of the wrist joint as follows:
where the $^{base}{wrist}R$ is the global orient, the $^{elbow}{wrist}R$ is calculated by the fk chain:
then we get the local rotation mat of wrist.
however, when we render the action series, we found the error:
the wrists fold in weird styles.
The text was updated successfully, but these errors were encountered:
We haven't implemented that, but it should hopefully work. It's possible that your bug is related to not considering the global orientation of the human or the hand.
I use the global orientation to represent the rotation matrix of the wrist joint as follows:
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where the $^{base}{wrist}R$ is the global orient, the $^{elbow}{wrist}R$ is calculated by the fk chain:
then we get the local rotation mat of wrist.
however, when we render the action series, we found the error:
the wrists fold in weird styles.
The text was updated successfully, but these errors were encountered: