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three.jsquaternionsrotational-matrices

How to rotate skeleton segments in Three JS skinning example?


I would like to use this Three JS example in my project. But I have my own dataset of movements I would like to implement, consisting of quaternion rotations of each segment (hands, arms, trunk...). However, I am new to using Three JS and JavaScript in general. Can I access the skeleton parts in

skeleton = new THREE.SkeletonHelper( model );

and apply the rotations? and how?

E.g. I would like to apply the following rotation to the elbow joint:

quat = [0.5412077307701111,-0.5664581656455994,-0.34294596314430237,-0.5182857513427734]

enter image description here


Solution

  • You can apply the following code to get the specific joint and then apply the quaternion as so:

    rightArm = model.getObjectByName( 'mixamorigRightArm' );
    
    
    rightArm.quaternion.set(w,x,y,z);