Jump to content

  • Log In with Google      Sign In   
  • Create Account

Xerios

Member Since 04 Dec 2009
Offline Last Active Mar 10 2012 07:20 PM

Posts I've Made

In Topic: EffectEd - an HLSL editor

05 February 2012 - 05:02 PM

Sweet ! That's a pretty nice application.

You add a shortcut F5 or something for the compile and the ability to open drag & dropped file.
Also lighter line numbers or just the ability to disable them, maybe even letting it remember it's last window state ( maximized or not ), either way from now on this will be my new hlsl editing application =)

In Topic: Animation, bones, matrices,.. skeleton, how does it work ?

02 December 2010 - 01:03 AM

I guess my post wasn't clear enough, anyways

When I said "skinning is not a problem" I meant that my models properly adjusted vertexes to the according matrix.

The real problem is that I have no idea on how the whole 'hierarchical transform' thing works and the matrix array that I'm sending to my shader is obviously wrong. The only info that the ogre3d's skeleton file provides are some initial bone properties ( position , rotation, size ) and animation data ( also pos, rot, size )

From Ogre3D's wiki I found out they use 'Hierarchical forward-kinematics' on bones, I suppose it's just a simple form of skeletal animation.

You said that I needed two kind of matrices, like that inverse bind and transform. It'll be helpful if you could explain to me how it works.

Also, does drawing bones require a different approach than preparing that matrix array that I send to my shader

In Topic: Animation, bones, matrices,.. skeleton, how does it work ?

01 December 2010 - 11:36 AM

Yep, they are the same.

Like I said, how is it supposed to work if my code can't even draw the basic skeleton shape/lines ? =/

PARTNERS