Jump to content
  • Advertisement
Sign in to follow this  

WebGL GPU Skinning/Skeletal Animation

This topic is 1895 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


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.




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

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!