I am attempting to implement a DH matrix system to represent the rotations of each bone in the avatar. To adjust the rotation I have been using Yaw/Pitch/Roll(x/y/z), which for a single joint works well; however, when I rotate the Shoulder 90* in the Yaw direction, the Elbow being a child joint is similarly effected resulting in a 90* rotation in the Yaw direction, which results in the a flip of the Pitch/Roll. I need to find a way such that the relative rotation of a parent joint is applied to the child joint, but maintain a separate axis of rotation on each bone. (The data utilized for bone rotation is from an XML file, so preferably a method in C++ would be best, but if this is possible in blueprint I’m all ears.)
Further explanation:
If Shoulder was at (0,0,0) = Yaw/Pitch/Roll
And Elbow is at [0,0,0] = Yaw/Pitch/Roll
When I rotate Shoulder by 90* in Yaw, I need the elbow to visually rotate as well, but have their rotations be…
Shoulder = [90,0,0]
Elbow = [0,0,0]
This way I can apply a rotation at each bone without having to consider how the bone was altered by its parent
Thank you