Changing joint rotations from degrees to radians?
guildrum_f078c156a1
Posts: 3
As the title says. I'm making animations for Second Life using the Black Dragon viewer in conjunction with DS to turn avatar-accurate poses into animations. The big hangup is the BD viewer uses radians where DS uses degrees. The BD viewer has no setting to change to degrees, and if DS can be changed to radians, I can't find the setting. DS version is Daz Studio Pro 4.22 Little help?
Comments
Hi,
DazStudio was widely used to create animations for Second Life before the appearance of Bento which corresponds to the improved skeleton.
When Second Life increased the number of bones for the bodymesh, DazStudio lost some of its interest, because it cannot create animations for the bones of the hands and other facial bones corresponding to the new skeleton of Second Life.
DazStudio can however create animations for the main bones which in some cases can be sufficient, even if the result is a little old-fashioned.
Currently the best tool to create animations in Second Life is Avastar which is used with Blender.
If you want to use DazStudio, you can export your files in BVH format and import them into Second Life with your viewer.
I do not use the Black Dragon viewer, but Firestorm which imports animations in anim or bvh format without any problem.
In conclusion, you don't need to worry about the unit used to describe the value of the angles of rotations.
Thank you, Willy. I have a Bento rig for DS. Please leave coms open for answers to my actual question.
As you likely already know, 1 radian = 180 degrees/pi and this is approximately 57.3 degrees. This makes 1 degree = 1 radian times pi which is approximately 0.017 radian. To convert, you can use the formulas, or more easily keep a scientific calculator nearby for the conversions, or most easily use a web site calculator. There are many such as https://www.omnicalculator.com/conversion/degrees-to-radians .
Joe J.
Retired math teacher
Yeah, I'm currently plugging the numbers into Google's calculator. I was just hoping to be able to skip that step. Turns out, however, that Black Dragon is doing some other invisible calculations behind the scenes that I'm not privy to, so even plugging the radians into a calculator and coming out with degrees, the joint rotations just aren't the same (or the rotation order is different in BD than it is anywhere else. I know that makes a difference). To be fair, the tool I'm using is meant to ONLY pose the avatar in-world, save and recall that pose, and was NEVER meant to be exported, so my attempt was to use it in a way that it was never meant to be used. As a result, I've devised a way to measure the bone lengths in SL, extrapolate that measurement into a model in Blender, and then use that in conjunction with DS in order to get an accurate representation of the particular avatar in question and have all the animation tools I like to use available to me. This new method actually promises to be easier and faster than my previous scheme, at least until I run up on the unforseen seven mile tall speed bump :)
Well played, then.