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#ActualLJ_1102

Posted 22 May 2013 - 07:41 AM

What you have there is cpu skinning.

The vertex positions are calculated by the joint data and the weight, usually a vertex can be affected by multiple joints

the weight is giving information about how much a given joint affects a vertex.

If you do not need to access the transformed vertex data you can use GPU skinning,

there is a good article about gpu skinning in this gpu gems article, right after the morph targets.

 

Also in the comments of the tutorial you mentioned is a link to a gpu skinned version of it, which may be more helpful to you:

http://3dgep.com/?p=1053#comment-1465


#2LJ_1102

Posted 22 May 2013 - 07:41 AM

What you have there is cpu skinning.

The vertex positions are calculated by the joint data and the weight, usually a vertex can be affected by multiple joints

the weight is giving information about how much a given joint affects a vertex.

If you do not need to access the transformed vertex data you can use GPU skinning,

there is a good article about gpu skinning in this gpu gems article, right after the morph targets.

 

Also in the comments to your tutorial is a link to a gpu skinned version of it, which may be more helpful to you:

http://3dgep.com/?p=1053#comment-1465


#1LJ_1102

Posted 22 May 2013 - 07:38 AM

What you have there is cpu skinning.

The vertex positions are calculated by the joint data and the weight, usually a vertex can be affected by multiple joints

the weight is giving information about how much a given joint affects a vertex.

If you do not need to access the transformed vertex data you can use GPU skinning,

there is a good article about gpu skinning in this gpu gems article, right after the morph targets.


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