Hi,
I am trying to import a basic bone from a collada model with assimp. But I am not understanding fundamental things . How do I get the root bone ? And how to render the basic skeleton in the screen ? I cannot get any tutorial on the net about this . Can anyone please clearify ?
Bone Importing Basics
I don’t know, I don’t use it.How do I get the root bone ?
Make a renderer of some kind in any API, load the bones however you want, and draw them however you want. What’s the question? Are you asking for some magical function that does this for you? In order to draw a mesh you have to create a vertex buffer, add your own triangles, create a shader, perhaps an index buffer, create and send your matrices, create a camera class, and finally render it all.And how to render the basic skeleton in the screen ?
There isn’t a magical function for that, so why would there be one for bones? It’s the same thing—generate triangles for the bones and draw them. You could instead draw lines, which would make it easier.
Part of the problem is that you asked a question that isn’t related to Direct3D.I am trying to learn directx cant u guys help ?
No part of Direct3D is related to the Assimp library, nor to drawing bones. You have to make your own solution for extracting, importing, storing, and manipulating bones from Assimp, and neither Direct3D nor OpenGL have any features to magically render your bones/skeleton for you; you have to make a custom solution for that as well.
L. Spiro
Hello.
Now may be the time to change and go over to this
http://www.gamedev.net/topic/653502-useful-things-you-might-want-to-know-about-fbxsdk/
and use the fbx sdk may be just what you need.
What do you mean by the "intersection point"? Remember, each "bone" is really a matrix, or a set of scale-rotation-translation data.
EDIT: "bones" -> "bone"
What do you mean by the "intersection point"? Remember, each "bones" is really a matrix, or a set of scale-rotation-translation data.
He probably means the point where the child/parent bone connect, Much like an armature from blender or max.
He probably means the point where the child/parent bone connect, Much like an armature from blender or max
Yes how can I get the point list of the joints to draw like blender or in 3ds max
He probably means the point where the child/parent bone connect, Much like an armature from blender or max
Yes how can I get the point list of the joints to draw like blender or in 3ds max
As mentioned above, the relationship between a parent bone and its children isn't a point, it's an SRT (orientation) relationship. If you want to think in terms of a "list," an armature (e.g., blender) is a hierarchy of information, each "bone" or "node" having data, possibly regarding it's parent or children, a name, keyframes (for animations), etc.
A little tough love: I fully understand your eagerness to get something working. However, I would suggest that your time, at this point, is better spent acquiring a better understanding of the concept of a frame (bone, node, joint, pick-a-name) hierarchy. If you will eventually be interested in creating and rendering animated skinned meshes ("characters" than run, shoot, idle, etc.), that concept is all the more important. Your posts on the subject at the moment indicate you don't really understand the concept, and, in future, you'll likely get better responses to your questions if they're more of a technical nature, e.g., using terms that are more suited to the topic. Frankly, your posts appear to be asking for a piece-by-piece tutorial on bone hierarchies. There are entire chapters of books (probably entire books) discussing the concept, so getting it piecemeal just isn't practical.
Suggestion: Blender is free. Though it takes a while to learn the IDE, there are tutorials for creating and animating armatures which you can see drawn and moving. That should give you a better idea what a bone hierarchy is. In addition, you can google for combinations of the terms "assimp," "bone," "hierarchy," "animation," etc.