View Full Version : skeletal animation and vertex skinning

nig3d

04-27-2001, 11:07 AM

please help me.

I need to bring vertices mesh from object space to bones space.

My problem is on joint inverse.

Can anyone help me? Pleeeeaseeeeee

Rob The Bloke

04-27-2001, 05:12 PM

Originally posted by nig3d:

please help me.

I need to bring vertices mesh from object space to bones space.

My problem is on joint inverse.

Can anyone help me? Pleeeeaseeeeee

dont need it,

deformed_pos.x = 0;

deformed_pos.y = 0;

deformed_pos.z = 0;

for( i=0; i<number_of_weights;i++ )

{

deformed_pos += joints_current_transform*(vertex_pos - joint_bind_pos)*joint_weight;

}

nig3d

04-28-2001, 01:02 AM

for( i=0; i<number_of_weights;i++ )

{

deformed_pos += joints_current_transform*(vertex_pos - joint_bind_pos)*joint_weight;

}

??

\

\ A

\

O JA

/

/ B

/

A is my parent Bone

B is my child Bone

JA is the joint.

A have associated TOT vertices

B have associated TOT vertices

JA have associated TOT vertices

A vertices are transformed by A matrix Bone only

B vertices are transformed by B matrix Bone only

JA vertices are transformed by blending of A matrix Bone and B matrix Bone.

To transform mesh vertices from object space to bones space i must do:

AverticesBone = AverticesObj * MatrixA^-1

BverticesBone = BverticesObj * MatrixB^-1

for joint?

for now i try this:

JAverticesBone = JAverticesMesh * (MatrixA * weight + MatrixB * (1.0f - weight))^-1

But don't work right...please help me.

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