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FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


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#Actualkeym

Posted 07 February 2013 - 01:22 PM

So it turns out that the other day I was bit too optimistic - tested it with bindpose only and I presumed it's allright. What I did - I got the bind pose matrices and then inverted ones, then multiplied bind pose by inverted and then sent it to the shader (silly me, I forgot that multiplying matrix by its inverse gives identity matrix, so no wonder the bind pose object space vertices were ok). Happy to see that it works I assumed that I only need to build animated matrices and replace bind pose matrices by animated ones in multiplication. But sadly this doesn't work. The result is totally messed up. It helps a little if I invert the final matrix but it's still not right.

 

What I already double checked:

1. quat to matrix conversion

2. matrix by matrix multiplication

3. matrix inverse routine


#3keym

Posted 07 February 2013 - 01:20 PM

So it turns out that the other day I was bit too optimistic - tested it with bindpose only and I presumed it's allright. What I did - I got the bind pose matrices and then inverted ones, then multiplied bind pose by inverted and then sent it to the shader (silly me, I forgot that multiplying matrix by its inverse gives identity matrix, so no wonder the bind pose object space vertices were ok). Happy to see that it works I assumed that I only need to build animated matrices and replace bind pose matrices by animated ones in multiplication. But sadly this doesn't work. The result is totally messed up. It helps a little if I invert the final matrix but it's still not right.


#2keym

Posted 07 February 2013 - 01:19 PM

So it turns out that the other day I was bit too optimistic - tested it with bindpose only and I presumed it's allright. What I did - I got the bind pose matrices and then inverted ones, then multiplied bind pose by inverted and then sent it to the shader (silly me, I forgot that multiplying matrix by its inverse gives identity matrix, so no wonder the bind pose object space vertices were ok). Happy to see that it work I assumed that I only need to build animated matrices and replace bind pose matrices by animated ones in multiplication. But sadly this doesn't work. The result is totally messed up. It helps a little if I invert the final matrix but it's still not right.


#1keym

Posted 07 February 2013 - 01:18 PM

So it turns out that the other day I was bit too optimistic - tested it with bindpose only and I presumed it's allright. What I did - I got the bind pose matrices and then inverted ones, then multiplied bind pose by inverted and then sent it to the shader. Happy to see that it work I assumed that I only need to build animated matrices and replace bind pose matrices by animated ones in multiplication. But sadly this doesn't work. The result is totally messed up. It helps a little if I invert the final matrix but it's still not right.


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