got the skeletal going, all I need is the animation

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2 comments, last by Endar 18 years, 3 months ago
Apparently, since the Real Soon Now article was written in 2001, the source downloads aren't really valid anymore. Valid as in existing. Anyway, do you guys know a good article or two on the actual theory, because I've got the file loaded and displaying and the skeleton calculated correctly, at least initially. All I need now is to figure out why the info and code I got from Real Soon Now isn't working for me, and that's a little hard to do when I can't get the majority of their example source code. I'm a little hesitant to post it here as I would have to post over 400 lines of code, and who wants to slog through that if it's not necessary?
[size="2"][size=2]Mort, Duke of Sto Helit: NON TIMETIS MESSOR -- Don't Fear The Reaper
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You can get the source from:
http:\\rsn.gamedev.net\files\ms3danim.zip
Quote:Original post by Nit
You can get the source from:
http:\\rsn.gamedev.net\files\ms3danim.zip


Well, that's something. Thanks.
[size="2"][size=2]Mort, Duke of Sto Helit: NON TIMETIS MESSOR -- Don't Fear The Reaper
I need a bit of help understanding some things for a joint here.

The relative matrix: the transform from the parent transform.
The absolute matrix: the transform from the root joint.
The final matrix: the interpolated transform between the current rotation and translation keyframes to the next ones.

Vertex positions:
You take the position of the vertex and transform it by the inverse of the absolute matrix that will move it to the position of the root joint. Then you transform it by the final matrix which contains the absolute transform plus whatever translation and rotation interpolated between the current keyframe and the next keyframe.

Is all of that right?
[size="2"][size=2]Mort, Duke of Sto Helit: NON TIMETIS MESSOR -- Don't Fear The Reaper

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