View Full Version : skeletal animation and vertex skinning
nig3d
04-27-2001, 10:07 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, 04:12 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, 12:02 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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