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#ActualTispe

Posted 10 July 2013 - 03:42 PM

Final blended rotation = additiven * additiven-1 * additiven-2 * ... * additive1 * MixedAnimations

Is this quaternion multiplication or slerp?

D3DXQUATERNION q_t_pose = GetTPoseQuaternion(BoneID);
D3DXQUATERNION q1 = GetQuaternionFromAnimation(Walking, BoneID, time);
D3DXQUATERNION q2 = GetQuaternionFromAnimation(Shooting, BoneID, time);
D3DXQUATERNION q3 = GetQuaternionFromAnimation(Hit, BoneID, time);

D3DXQUATERNION qFinal = q3 * q2 * q1 * q_t_pose;

D3DXMATRIX BoneMatrix;
D3DXMatrixRotationQuaternion(&BoneMatrix, &qFinal);

//Combine all BoneMatrices to a final skeleton for use for skinning vertices

Would this work?

 

Is it possible to only use additive animations on top of T-Pose?


#3Tispe

Posted 10 July 2013 - 03:42 PM

Final blended rotation = additiven * additiven-1 * additiven-2 * ... * additive1 * MixedAnimations

 

 

Is this quaternion multiplication or slerp?

D3DXQUATERNION q_t_pose = GetTPoseQuaternion(BoneID);
D3DXQUATERNION q1 = GetQuaternionFromAnimation(Walking, BoneID, time);
D3DXQUATERNION q2 = GetQuaternionFromAnimation(Shooting, BoneID, time);
D3DXQUATERNION q3 = GetQuaternionFromAnimation(Hit, BoneID, time);

D3DXQUATERNION qFinal = q3 * q2 * q1 * q_t_pose;

D3DXMATRIX BoneMatrix;
D3DXMatrixRotationQuaternion(&BoneMatrix, &qFinal);

//Combine all BoneMatrices to a final skeleton for use for skinning vertices

Would this work?

 

Is it possible to only use additive animations on top of T-Pose?


#2Tispe

Posted 10 July 2013 - 03:42 PM

Final blended rotation = additiven * additiven-1 * additiven-2 * ... * additive1 * MixedAnimations

 

Is this quaternion multiplication or slerp?

D3DXQUATERNION q_t_pose = GetTPoseQuaternion(BoneID);
D3DXQUATERNION q1 = GetQuaternionFromAnimation(Walking, BoneID, time);
D3DXQUATERNION q2 = GetQuaternionFromAnimation(Shooting, BoneID, time);
D3DXQUATERNION q3 = GetQuaternionFromAnimation(Hit, BoneID, time);

D3DXQUATERNION qFinal = q3 * q2 * q1 * q_t_pose;

D3DXMATRIX BoneMatrix;
D3DXMatrixRotationQuaternion(&BoneMatrix, &qFinal);

//Combine all BoneMatrices to a final skeleton for use for skinning vertices

Would this work?

 

Is it possible to only use additive animations on top of T-Pose?


#1Tispe

Posted 10 July 2013 - 03:42 PM


Final blended rotation = additiven * additiven-1 * additiven-2 * ... * additive1 * MixedAnimations

 

Is this quaternion multiplication or slerp?

D3DXQUATERNION q_t_pose = GetTPoseQuaternion(BoneID);
D3DXQUATERNION q1 = GetQuaternionFromAnimation(Walking, BoneID, time);
D3DXQUATERNION q2 = GetQuaternionFromAnimation(Shooting, BoneID, time);
D3DXQUATERNION q3 = GetQuaternionFromAnimation(Hit, BoneID, time);

D3DXQUATERNION qFinal = q3 * q2 * q1 * q_t_pose;

D3DXMATRIX BoneMatrix;
D3DXMatrixRotationQuaternion(&BoneMatrix, &qFinal);

//Combine all BoneMatrices to a final skeleton for use for skinning vertices

Would this work?

 

Is it possible to only use additive animations on top of T-Pose?


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