Skinned Mesh/Skeletal Animation Editor in D3D11

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Notes on editing skinned meshes and skeletal animations
35 comments
8 entries
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Buckeye
May 25, 2015
Compute shader for skinned mesh animation - D3D11
Preface

I was raised and educated as an engineer. Not an engineer for a locomotive (though I would've loved to have been such in the days of steam), but, by education and experience, an engineer in the fields of nuclear, controls and instrumentation, and a brief career at Oak Ridge National Lab in t…
9,190 views
Buckeye
May 18, 2015
PPP - Pixel Perfect Picking - Edge Selection adventures
This blog entry describes the continuing adventure of coding an editor for a skinned mesh which has skeletal animation. Coding this app is intended not as a destination, but as a journey of learning through the features and capabilities of D3D11.

Continuing Summary

After laying down the framework of …
4,781 views
Buckeye
May 08, 2015
PPP - Pixel Perfect Picking - the Face Selection part
A previous blog entry discusses the concept of using a second render target to store mesh data during rendering as an approach for picking vertices and faces. That entry didn't go into any detail with regard to picking faces (triangles).

Acknowledgement

It should be known, and bears repeating from pr…
4,748 views
Buckeye
April 14, 2015
PPP - Pixel Perfect Picking for Vertex and Face Selection
Disclaimer

Credit for the concept of Pixel Perfect Picking in D3D11 belongs to gamedev member unbird, a wizard with shaders. However, since I'm basically lazy, I coined the acronym PPP, and adapted the idea to my needs.

N.B., some of the implementations below require SM5.

The PPP Approach

The idea is t…
6,577 views
Buckeye
April 01, 2015
Interlude - Concept of an Application Manager
Years ago, back when I was gainfully employed, I took a management class as part of my employer's "career enhancement" plan. It completely changed the way I thought (and still think) about how an organization can (and should) be run.

The concept is that the staff of a company ( or a division of the …
3,173 views
Buckeye
April 01, 2015
Window message processing - each object gets a look at them
At the moment I have a hierarchy of objects:

class VzAppManager - base class for storing persistent data and providing support - GetGraphics(), GetWindow(), SetEditMenu(), etc.

class MeshEdit3Manager - inherits from VzAppManager. Explicit class for my mesh editor. I could have just expanded VzAppMana…
2,438 views
Buckeye
March 31, 2015
Mode context menus and accelerators
I'm a fan of menus and accelerators (keyboard shortcuts) that depend on the context. I like to edit with one hand on the keyboard, and one hand on the mouse. However, I don't always remember what shortcuts are applicable in which mode, so I like the menu to show the shortcuts.

To implement menus and…
2,563 views
Buckeye
March 30, 2015
The Concept of A Mesh Editor
I've always loved the concept of skinned mesh - skeletal animation. The mathematical basis really appeals to me. I remember the first time I got a DX9 application working with Frank Luna's skinned mesh class as a basis, and seeing Tiny walking, waving, etc. I had examined the DXSDK skinned mesh exa…
2,811 views
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