I'm writing an animation system and I have basic bones and animation blending working. How does bone animation cooperate with outside factors like looking direction on player models, or leg/ankle inverse kinematics against terrain?
If a player is looking up or down at an angle how does the looking angle factor into the player model posture with other animations happening? If the player is running and holding a weapon, how does the weapon jostle back and forth and still reflect the angle the player is looking?
Is this just a blob of animations blended together, or is there special-case stuff going on?
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How does animation cooperate with outside input?
13 November 2012 - 06:48 PM
Multiple Render Targets Crash
05 June 2012 - 10:06 PM
Quick question. Do you have to set up blend states if you are rendering to multiple render targets? I can render straight to the backbuffer or to a single render target, but when I try to render to multiple RT's I get a crash at the present call.
I'm 95% certain most everything is set up correctly. The shaders have been slightly modified from another DX11 project, and otherwise what I've written is loosely based off of http://www.rastertek.../dx11tut22.html
I'm confused. >_<
Edit: To clarify this is for DX11.
I'm 95% certain most everything is set up correctly. The shaders have been slightly modified from another DX11 project, and otherwise what I've written is loosely based off of http://www.rastertek.../dx11tut22.html
I'm confused. >_<
Edit: To clarify this is for DX11.
Constant Buffers in Pixel Shader
29 May 2012 - 11:22 PM
This is something that I cant find a direct answer to.
I've got a constant buffer with world/view/projection matrices that I'm using in the vertex shader, and then another float I need to use in the pixel shader. The matrices read fine, and the float works perfectly if it's read in the vertex shader, but when it is read in the pixel shader it always returns 0.
Can you use constant buffers in pixel shaders? Or is there some special syntax you have to use to share constant buffers between vertex/pixel shaders?
Edit: Or do you have to use a couple constant buffers such that you keep vertex shader cb's and pixel shader cb's separate?
I've got a constant buffer with world/view/projection matrices that I'm using in the vertex shader, and then another float I need to use in the pixel shader. The matrices read fine, and the float works perfectly if it's read in the vertex shader, but when it is read in the pixel shader it always returns 0.
Can you use constant buffers in pixel shaders? Or is there some special syntax you have to use to share constant buffers between vertex/pixel shaders?
Edit: Or do you have to use a couple constant buffers such that you keep vertex shader cb's and pixel shader cb's separate?
How can you find the order of includes?
08 May 2012 - 06:11 PM
I've recently changed quite a bit of stuff in my code base, and somewhere in there I started getting this error:
My only problem is that I have no idea what file(s) may be involved with this error. Is there any means of figuring out which files are responsible for this? >_>
Error 143 error C1189: #error : d3d10.h is included before d3d10_1.h, and it will confuse tools that honor SAL annotations. If possibly targeting d3d10.1, include d3d10_1.h instead of d3d10.h, or ensure d3d10_1.h is included before d3d10.h c:\program files (x86)\microsoft directx sdk (june 2010)\include\d3d10_1.h 75 1 Engine
My only problem is that I have no idea what file(s) may be involved with this error. Is there any means of figuring out which files are responsible for this? >_>
DX11 not drawing anything
24 April 2012 - 11:12 PM
Traditionally I've worked with DX9, and I've just started experimenting with DX11 without DXUT. I can't get anything to draw, despite code being more or less copied from a project that does work. PiX shows that the triangle vertices I'm trying to draw are being transformed correctly, and that it's inside the viewport. The shader I'm using is hard-rigged to return white. What kind of problem could prevent something from drawing entirely?
I'd post code if there wasn't a ton of it split across several files, but here's a pix screenshot.
http://i.imgur.com/DlEZr.png
I'd post code if there wasn't a ton of it split across several files, but here's a pix screenshot.
http://i.imgur.com/DlEZr.png
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