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WebGL GPU Skinning/Skeletal Animation


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#1 arasmussen   Members   -  Reputation: 111

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Posted 13 August 2013 - 03:09 PM

I recently posted a question on stack overflow: http://stackoverflow.com/questions/18217812/webgl-gpu-skinning

I'm having some issues with skeletal animation and was wondering if anyone here had any ideas.

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#2 imoogiBG   Members   -  Reputation: 1247

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Posted 13 August 2013 - 04:29 PM

I cannot access your code so I cant give you the solution to your problem.

 

Simply for each bone you must compute the absolute transform matrix.

Before you transform the vertex position you must *move* the vertex to the bone space (just by using the (Inverse)BindTransformMatrix(this thing here is a floating notion).

And after that you can transform the model to the world space.

 

PS

 

About that line

 

joints[i].skinning_matrix = MatrixMultiply(joints[i].inverse_bind_pose_matrix, joints ...

 

I'm not sure what is going on but it seems like you are multiplying the parent bone inverse_bind_pose_matrix, to each child bone in the hierarchy. I don't know how the data is stored, but double check your code.






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