bone matrices
I’m trying to create a skeleton.
I have a hierarchal bone structure but I am having difficulty constructing the matrices that control the vertex blending.
The method I’m using what I made up is:
For each bone pass in a world matrix.
{
This is the matrix for the bone.
{
The inverse of the world matrix
Multiplied by rotation of bone
Multiplied by world matrix
}
(Rotation around a point)
Then for each child of the bone pass
{
The world matrix multiplied by:
The inverse of the world matrix
Multiplied by rotation of bone
Multiplied by transform of the bone length
Multiplied by world matrix
}
}
The problem I’m getting is that vertices are transformed so the bones don’t touch but I need to pass the transforms down the structure to set the point of rotation.
If any one knows the right way to do this it would be great as I can’t find anything on it.
DirectX 8 SDK has a skinned mesh sample, containing source code to setup bone matrices. You may take a look.
(DirectX 9''s version hides much the details into D3DX interfaces. I personally like DX8''s sample more, as it shows the "internals" of how everything works)
(DirectX 9''s version hides much the details into D3DX interfaces. I personally like DX8''s sample more, as it shows the "internals" of how everything works)
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