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mesh and matrix calculations to manipulate a rigged low-poly boxy 3d humanoidfigure
figure
Object mapping shape names to shapes.
The shape names are:
- chest
- head
- larm
- lfoot
- lforearm
- lleg
- lmiddledistal
- lpalm
- lproximal
- lthigh
- lthumb
- neck
- pelvis
- rarm
- rfoot
- rforearm
- rleg
- rmiddledistal
- rpalm
- rproximal
- rthigh
- rthumb
- spine
Each shape has:
- shape.pivot - coordinate to pivot rotation about
- shape.matrix - matrix to store shape rotations
- shape.parent - name of parent shape, if applicable
- shape.positions - geometry verticies
- shape.cells - geometry triangle vertex indicies
![2.0.5 2.0.5](/uploads/1/2/7/4/127460723/161589540.jpg)
fmatrix(models, figure)
Calculate model matricies for each shape in the figure given each shape'smatrix, pivot point, and parent shape.
If a model matrix doesn't exist it will be allocated. Otherwise existing modelmatricies will be reused. Returns
models
.npm install humanoid-figure
public domain
![](/uploads/1/2/7/4/127460723/745907842.jpg)