• Advertisement
Sign in to follow this  

WebGL GPU Skinning/Skeletal Animation

This topic is 1654 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Advertisement

I cannot access your code so I cant give you the solution to your problem.

 

Simply for each bone you must compute the absolute transform matrix.

Before you transform the vertex position you must *move* the vertex to the bone space (just by using the (Inverse)BindTransformMatrix(this thing here is a floating notion).

And after that you can transform the model to the world space.

 

PS

 

About that line

 

joints.skinning_matrix = MatrixMultiply(joints.inverse_bind_pose_matrix, joints ...

 

I'm not sure what is going on but it seems like you are multiplying the parent bone inverse_bind_pose_matrix, to each child bone in the hierarchy. I don't know how the data is stored, but double check your code.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement