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Member Since 01 Dec 2006
Offline Last Active Feb 24 2012 07:40 AM

Topics I've Started

Scale individual bones

03 December 2010 - 12:23 AM

My goal is to create a program that displays a skeletal based model, with the possibility to select individual bones and make them longer or shorter. This will be part of a character customization system.

What I'm currently doing is applying a scaling matrix in bone space that scales the bone along the X axis (its length axis). This works, but also scales every bone connected to the scaled bones (which makes sense in a bone hierarchy). I need a method to cancel out the scaling for the connected bones. I tried applying the inverse of the scaling, but this seems to introduce skewing in the connected mesh.

Does anybody know how to go about this, or knows about good resources dealing with this particular problem? Either my googling skills aren't that good or this is a technique that isn't being used often.

Any help is greatly appreciated.


Z-only pass for pixel shader performance

01 February 2007 - 01:45 AM

Hi, I'm trying to implement a Z-only pass using DirectX and HLSL shaders to improve the performance of per-pixel shading in subsequent passes. This seems to be done regularly in rendering, however I cannot find any resources describing how to implement this in DirectX. Does anybody have any sample code that shows how to do this or a good reference to an article or tutorial describing how to do this?