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Member Since 11 Jan 2012
Offline Last Active Jul 28 2014 02:27 AM

Topics I've Started

wrong(?) bone matrices in animation

09 June 2012 - 05:10 PM

hi guys.
I'm new to 3d-programming and need help with my game.

I exported a fbx model into my own file format and want to load it in my game.
I managed to load all the data from my file and load it into my model class.

I also checked the skinning10 example and managed to create an effect file:

Texture2D colorMap_ : register( t0 );
SamplerState colorSampler_ : register( s0 );

cbuffer cbChangesEveryFrame : register( b0 )
	matrix worldMatrix;
cbuffer cbNeverChanges : register( b1 )
	matrix viewMatrix;
cbuffer cbChangeOnResize : register( b2 )
	matrix projMatrix;
cbuffer cbBoneMatrix : register( b3 )
	  Matrix boneMat[100];
struct VS_Input
	float4 pos  : POSITION;
	float2 tex0 : TEXCOORD0;
	uint4 bones : BONES;
	float4 weights : WEIGHTS;
struct PS_Input
	float4 pos  : SV_POSITION;
	float2 tex0 : TEXCOORD0;

PS_Input VS_Main( VS_Input vertex )
	PS_Input vsOut = ( PS_Input )0;

float4 vertexPos = 0;
   int boneId = vertex.bones[0];
   if(vertex.weights[0] > 0) vertexPos += vertex.weights[0]  * mul(boneMat[boneId],vertex.pos);
   boneId = vertex.bones[1];
   if(vertex.weights[1] > 0) vertexPos += vertex.weights[1]  * mul(boneMat[boneId],vertex.pos);
   boneId = vertex.bones[2];
   if(vertex.weights[2] > 0) vertexPos += vertex.weights[2]  * mul(boneMat[boneId],vertex.pos);
   boneId = vertex.bones[3];
   if(vertex.weights[3] > 0) vertexPos += vertex.weights[3]  * mul(boneMat[boneId],vertex.pos);

	vsOut.pos = mul( vertexPos, viewMatrix );
	vsOut.pos = mul( vsOut.pos, projMatrix );
	vsOut.tex0 = vertex.tex0;
	return vsOut;

float4 PS_Main( PS_Input frag ) : SV_TARGET
	return colorMap_.Sample( colorSampler_, frag.tex0 );

method to play the animation and create the bone matrices
bool Model::PlayAnimation(std::string aniName)
aniName = _animations[0].getName();	//fixed for testing
static int cnt = 0;	  //counter for the keyframes
for(int i = 0; i<_numberOfAnimations; i++)
  if(_animations[i].getName() == aniName)
   _currentAni = i;

int boneId = 0;	
XMFLOAT4X4 matrix;
XMFLOAT3 transl;
XMFLOAT3 scal;

//set the world matrix (put it into the root bone)
XMStoreFloat4x4(&matrix, XMMatrixRotationRollPitchYaw(90*PI/180, 0*PI/180, 0*PI/180));

//root bone is at i = 0 and bones are sorted so that the parents are called before their childs alwaya
for(int i= 0; i<_numberOfBones; i++)
  //get the information from the animation class, I controlled the values, they are right.
  boneId = _animations[_currentAni].getKeyFrames()[i].getBoneId();
  rot	= XMFLOAT3(_animations[_currentAni].getKeyFrames()[i].getRotation()[cnt][0], _animations[_currentAni].getKeyFrames()[i].getRotation()[cnt][1], _animations[_currentAni].getKeyFrames()[i].getRotation()[cnt][2]);
  transl = XMFLOAT3(_animations[_currentAni].getKeyFrames()[i].getTranslation()[cnt][0], _animations[_currentAni].getKeyFrames()[i].getTranslation()[cnt][1], _animations[_currentAni].getKeyFrames()[i].getTranslation()[cnt][2]);
  scal   = XMFLOAT3(_animations[_currentAni].getKeyFrames()[i].getScaling()[cnt][0], _animations[_currentAni].getKeyFrames()[i].getScaling()[cnt][1], _animations[_currentAni].getKeyFrames()[i].getScaling()[cnt][2]);

  //multiply the matrices into the matrix variable
  XMStoreFloat4x4(&matrix,  XMMatrixTranslation(transl.x, transl.y, transl.z));
  XMStoreFloat4x4(&matrix, XMLoadFloat4x4(&matrix)*XMMatrixRotationRollPitchYaw(rot.x*PI/180, rot.y*PI/180, rot.z*PI/180));
  XMStoreFloat4x4(&matrix, XMLoadFloat4x4(&matrix)* XMMatrixScaling(scal.x, scal.y, scal.z));
  _bones[i].setBoneMatrix(matrix, _bones);
  XMStoreFloat4x4(&_boneMatrix[boneId], _bones[i].getPoseMatrix());
  cnt = 0;
return true;

And here are the 3 methods in my bone class:

void setWorldMatrix(XMFLOAT4X4 mat)
  _worldMatrix = mat;

//get calculated values from the playAnimation method and put it as world matrix for the children
void setBoneMatrix(XMFLOAT4X4 mat, Bone* children)
  XMStoreFloat4x4(&_boneMatrix, (XMLoadFloat4x4(&mat)));

  for(int i = 0; i<_numberOfChildren; i++)

//will be stored in the bonebuffer for the hlsl file
XMMATRIX getPoseMatrix() { return (XMLoadFloat4x4(&_boneMatrix)* XMLoadFloat4x4(&_worldMatrix)); };

My Problem is, that one of my models got strange graphic artifacs (he looks like he is exploded) (human-like with 40 bones, he is moving...kinda)
And the other model(snake like with 2 bones) isn't even moving. (well, the root bone is probably right, but the tail isn't moving(it shoulld move up and down))
Both models are rendered correct when i set the boneMatrices for the hlsl file only on Matrix.Identity(). The hirachy should be right aswell, because I can change the worldMatrix for the root bone and all vertices are moving.

I'm kinda new to 3d programming and I guess I failed with the matrix calculations.
I'll attach the screens of the models. I count on you guy ;)

Posted Image

Model got no depth?

21 May 2012 - 03:03 PM

Hi guys,
I'm quite new to Directx 11 and tried to load my model.
However, I got a problem with its rendering. It looks like my model got no depth(look at his hands, feet, head), even though I got a depth/stencil buffer.

Posted Image
My importer works with less complex models.

Am i missing something?
What could cause this?

I hope you guys can help me ;)

2D Mouse to 3D position

13 March 2012 - 05:30 PM

hi guys
I want to transform my mouse coordinates into my 3D system.
However, I want to check if someone clicks on the boundingbox.
I tried it with raycasting, but I failed >.<
I get for f 0.0 nearly everywhere on my screen (even though i dont click on the box), except in the top left corner of the screen, where i get null.
My values for my planes are kinda weird aswell.
For Example: My nearpoint gets for his x 0.007199... and my farpoint x 71,99... when i click on the point where x should be around 4.

Here is my code:
setting the Matrizes:

World = Matrix.Identity;
		    View = Matrix.CreateLookAt(new Vector3(0, 0.1f, 0 + 0.01f), new Vector3(0, 0, 0), Vector3.Up);
		    Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, GraphicsDevice.Viewport.AspectRatio, 0.01f, 1000f);

public Vector3 Unproject()

            Vector3 nearPoint = new Vector3(ms.X, ms.Y, 0);
		    Vector3 farPoint = new Vector3(ms.X, ms.Y, 1);
		    Viewport viewport = GraphicsDevice.Viewport;
		    nearPoint = viewport.Unproject(nearPoint, Projection, View, World);
		    farPoint = viewport.Unproject(farPoint, Projection, View, World);
		    Vector3 direction = farPoint - nearPoint;
		    //Ray(Vector3 position, Vector3 direction);
		    Ray ray = new Ray(nearPoint, direction);
		    BoundingBox b = new BoundingBox(new Vector3(0, 0f, 0), new Vector3(1f, 1f, 1f));
		    float? f = ray.Intersects(b);
		    if (f != null)
			    Vector3? v = ray.Position * f;
			    return v;

Plz help me :D

Own Map-editor: How to save my terrain?

05 March 2012 - 11:19 AM

I'm kinda new to 3D-programming.
I know how to create a terrain with vertices and how to load and animate models.
Now I want to programm a mapeditor for my game.However, My idea is to create a list of vertices in my editor and save this list in a
xml-File and load this file in my game. Is this the right way to do it? Or is there an easier way to do it?

Where is the Wiki?

24 January 2012 - 02:13 PM

I'm not sure, but i could bet that there was a gamedev wiki, but somehow i cant find it anymore.
Is it down?