So i’m trying to Implement skeletal animations, I can rotate my 3d mesh around 0,0,0, but i dont know how to change that point. It is quite necessary to be able to rotate around a point because if i rotate an arm, i want it to rotate around the shoulder socket, not the belly button. If anybody could send me in the right direction or explain to me how rotations around a point with Qanternions work, that would be great! Thanks!
More information:
Hey,how do you rotate a Quanternion around a point?
To be more specific, if i want to rotate the shoulder of a humanoid, how do i know what position the socket of the shoulder is? And then from there how do you rotate a Quanternion around a point(such as the shoulder joint)?
Edit: So i read that you move the vertex being effected by a bone o the origin. But equal distance from the origin that it was from the rotation point. So another question, How do i know where the position of the bones are? The only informations about bones i have from the colalda file is the initial transformation matrix, and the key frame matrixes.
So to sum it all up, How do i know the position of the joints?