Jump to content

  • Log In with Google      Sign In   
  • Create Account


ViX3LG0N

Member Since 10 Aug 2013
Offline Last Active Jul 19 2014 06:31 PM
-----

Topics I've Started

Assimp Animation not working correctly

10 August 2013 - 06:22 AM

Hey,
I try to get working animations with Assimp.
As you can see in the picture, head and lamp are correctly transformed, but the body isnt.
Also notice the holes in the body.
I think the problem is that the body is transformed by multiple bones.
Attached File  assimp.png   177.31KB   7 downloads
 
My code is designed that the whole model is splitted into single meshes (Assimp does this).
So each mesh has its own VBO with vertices, normals, uvs, weights ...
 
The bonematrices should be correctly calculated each frame.
But maybe im uploaded them wrong to the shader:

for (unsigned int m = 0; m < scene->mNumMeshes; m++)
{
	/*...*/
	if (scene->HasAnimations()&&scene->mMeshes[m]->HasBones())
	{
		/*...*/
		for (unsigned int i = 0; i < 100; i++)
		{
			mat4 tmpMat = mesh[m].bonemat[i];
			string loc = "gBones["+convertInt(i)+"]";
			glUniformMatrix4fv(glGetUniformLocation(shader, loc.c_str()),  1, GL_FALSE, value_ptr(tmpMat));
		}
		/*...*/
	}
	/*...(Draw)...*/
}

Also im not sure if filling up the bonedata(bonematrix+weight for each vertex) is correct:

for (unsigned int m = 0; m < scene->mNumMeshes; m++)
{
	/*...*/
	if (scene->HasAnimations()&&scene->mMeshes[m]->HasBones())
	{
		for (unsigned int k = 0; k < 100; k++)
		{
			mesh[m].bonemat[k] = mat4(1.0);
		}

		for(unsigned int i = 0; i < scene->mMeshes[m]->mNumVertices; i++)
		{
			ivec4 tmpID;
			vec4 tmpW;
			for (unsigned int  h = 0 ; h < 4; h++)
			{
				tmpID[h] = 0;
				tmpW[h] = 0.0;
			}
			mesh[m].boneIDs.push_back(tmpID);
			mesh[m].weights.push_back(tmpW);
		}
		for(unsigned int i = 0; i < scene->mMeshes[m]->mNumBones; i++)
		{
			for (unsigned int j = 0 ; j < scene->mMeshes[m]->mBones[i]->mNumWeights ; j++)
			{
				int v = scene->mMeshes[m]->mBones[i]->mWeights[j].mVertexId;
				float w = scene->mMeshes[m]->mBones[i]->mWeights[j].mWeight;

				//check if is filled
				int notFilled = -1;
				for (unsigned int  h = 0 ; h < 4; h++)
				{
					if (notFilled == -1)
					{
						if (mesh[m].weights[v][h] == 0.0)
						{
							notFilled = h;
						}
					}
				}
				mesh[m].boneIDs[v][notFilled] = i;
				mesh[m].weights[v][notFilled] = w;
			}
		}
	}
	/*...*/
}

If this code is out of context for you, i linked the whole Model class from my dropbox account.

Model.h

Model.cpp

 

Hopefully we find a solution


PARTNERS