So i've been continuing my pursuit for skeletal animation! Hasn't been a long time since i started, but hard.
I got a little understanding of how the structures work and i think i got that ok, also i spent the last couple of days building the code i needed for quaternions, and altough problems will appear im sure, the tests i ran so far worked well(even slerp).
My problem now is, even if i have all bones loaded and correctly positioned, and all the vertex information and weights also loaded and linked with the bones. How do i use this information, so that when i rotate a bone for example, it will drag with it, the vertex's associated?
So I've been working around with quaternions, let me just see if i got this straight:
v' = q . v. q^-1
Will get me a new vector with an applied rotation?
To do this multiplication we turn v into a quaternion by adding scale with value 0, and from the resulting quat. we can extract the vector value to get the result. But on this new resulting quat, for us to just simply extract the values doesnt the scale of the resulting quaternion need to be 0? Or whatever the value is, we just dont mind and extract the vector values anyways?
I could get a lot of it to work, but now i started searching about how to skin... I is it possible to define an armature in blender, and also weight the vertex there and somehow use it in my opengl/c++ app? i can now build a skeleton, but i have no clue on how to load a model(obj?) and paint the vertex.
So i've been looking around a lot on this subject and it is quite dificult.
What i was thinking, is that, if i can build the armature in blender, and even weight the vertices... isnt there some way to export this information so that i can load the armature into a struct in c++ and work from there? It may be an idiotic question, but im looking everywhere to grasp this subject. At this moment im reading "Computer Animation" by Rick Parent, very good book so far but i need more pratical examples on how to implement skeletal animation in opengl. Thanks in advance!