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Member Since 06 Mar 2014
Offline Last Active Feb 04 2015 04:03 AM

Posts I've Made

In Topic: Correctly parse Skeleton info from COLLADA file

01 June 2014 - 04:33 AM

Hello, I had to tackle the COLLADA problem a month ago, so I can offer my experience :)


I have 5 structs which work together:

COLLADA - The main class holding everything together, contains arrays and methods to use the following classes...

MESH - The class containing the vertices, texture coords, faces, and a method to render them

CONTROLLER - Reads the matrices for binding and skinning

ANIMATION - This simply contains the animated matrices and methods to bind them to a skeleton

BONE - A simple class with 2 matrices, a local matrix, and a world matrix. These have children bones and a parent bone.


Now, to the vertex weights -


Every vertex is bound to 1 or more bones, so <vcount> is actually bone count per vertex, the following:
1, 3, 1, 2, 3, 4, 1, 2

would mean the first vertex in the mesh is bound to 1 bone, the second vertex is bound to 3 bones, etc

and <v> is the actual data for that binding, using the counts listed above, <v> would be layed out like:
[vertex 1: boneindex, bone weight]

[vertex 2: boneindex, boneweight,      boneindex, boneweight,       boneindex, boneweight]

[vertex 3: boneindex, boneweight]

[vertex 4: boneindex, boneweight,     boneindex, bonewieight]



I hope I could help. My skype name is on my profile name if you need any more help!


 - Jonathan

In Topic: Terrain painting, working 4 texture limit

27 April 2014 - 10:54 AM

Thanks guys, this helps alot! It's a shame we can't have 'virtual texture units' it would solve so many issues with texturing.


Jon :)

In Topic: GLSL Shared View Matrix

15 April 2014 - 04:23 PM

Fantastic, thanks guys! :)

In Topic: How can I move models if glTranslate is deprecated?

15 April 2014 - 02:37 AM

Thank you! I had a feeling someone would say this :)