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xgamerx81

Soft Skinned Characters

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Hi, I''m working on an animation system that will be able to render soft skinned animated characters. Right now, I have rigid skin done, so I already know a lot. I read somewhere that you go through each vertex, and find the bones and weights for them. For each bone, you multiply its transformation matrix with the weight. Then, you add up the results for each bone influence, and you have the final transformation matrix. Sounds good to me. Sadly, it doesn''t seem to be working. Is this the wrong technique? And if it is, what should I be doing instead?

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Guest Anonymous Poster
That sounds like the proper method to me. Just make sure that each vertex''s bone weights sum to 1.

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