Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!

1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


Member Since 03 Apr 2012
Offline Last Active Apr 03 2012 04:47 AM

Topics I've Started

Bone animation and skinning

03 April 2012 - 04:49 AM

Hi everyone,

I'm not exactly a beginner (I do quite a bit of OpenGL coding), but I'd like some advice on skeletal animation systems and how they work.
This is not a post about the artistry involved - I have no questions about how Maya/3DS Max or other packages work.

My question is really, how do I use the following data to calculate the correct position of a vertex?

for each bone I have:
- a bind pose matrix.
- a function to get the local bone transform at a specific time.

for each vertex I have:
- a position (in model space).
- an array of bone ids.
- an array of bone weights (corresponding to bone ids).

How do I go about transforming the vertex using that info?
Could someone please also explain what exactly the bind pose is used for? I've read a few documents about this, but none are very clear.

I've been stuck on this for a few days - so if I could finally understand it, it would be great.

Any help is much appreciated.

Thanks in advance!