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#Actualkeym

Posted 04 February 2013 - 02:37 PM

I'm confused. Is was under the impression that in fact this is the "bind pose approach" - these weight positions are provided only in bind pose (scratch that, they are pose independant, they only inform about mesh "volume", combined with bones, bind pose or not, they give the final result) and I also have bind pose skeleton provided. So how do I get rid of these weight positions? What's the usual approach here? Right now I have bind pose skeleton but in fact I don't use it while animating. It's only helpful when "unpacking" animation (skeleton) frames but it looks like there's a reason it's there. I have no idea if Doom3 uses these weight positions in shaders. I just followed mentioned tutorial and ended up here.

#2keym

Posted 04 February 2013 - 02:35 PM

I'm confused. Is was under the impression that in fact this is the "bind pose approach" - these weight positions are provided only in bind pose (scratch that, they are pose independant, they only inform about mesh "volume") and I also have bind pose skeleton provided. So how do I get rid of these weight positions? What's the usual approach here? Right now I have bind pose skeleton but in fact I don't use it while animating. It's only helpful when "unpacking" animation (skeleton) frames but it looks like there's a reason it's there. I have no idea if Doom3 uses these weight positions in shaders. I just followed mentioned tutorial and ended up here.


#1keym

Posted 04 February 2013 - 02:31 PM

I'm confused. Is was under the impression that in fact this is the "bind pose approach" - these weight positions are provided only in bind pose and I also have bind pose skeleton provided. So how do I get rid of these weight positions? What's the usual approach here? Right now I have bind pose skeleton but in fact I don't use it while animating. It's only helpful when "unpacking" animation (skeleton) frames but it looks like there's a reason it's there.

 

I have no idea if Doom3 uses these weight positions in shaders. I just followed mentioned tutorial and ended up here.


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