vertex buffers and animation, vertex weighting

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9 comments, last by moggy 20 years ago
quote:Original post by Yann L
I load the trasnformed matrix skeleton (which is computed on the CPU, from quaternions)

gonna blow the dust off the old thread ...

i''m getting strange results in my implementation of vertex skinning and i think it has to do with where my transformation matrices reference point. i have a skeleton of joints, each joint having a relative and absolute matrix. the skeleton is stored with eulers representing their rotation relative to their parent joint. i go through and concat the matrices to get each joints absolute matrix. i then use this to transform each vert in the mesh.

to get this to work for meshes w/o using skinning (1 joint per vert) i had to change the vert to be in joint space instead of model space. then, when a particular joint rotated, the verts associated to it rotated around the joint''s position, as opposed to the origin of the scene. but this method won''t work for vertex skinning.

now, for those of you who understood my half-ass ramblings and have useful info for me, share it! thx!!

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