• Advertisement

xcode_dave

Member
  • Content count

    1
  • Joined

  • Last visited

Community Reputation

100 Neutral

About xcode_dave

  • Rank
    Newbie
  1. Bone animation and skinning

    Hi everyone, I'm not exactly a beginner (I do quite a bit of OpenGL coding), but I'd like some advice on skeletal animation systems and how they work. This is not a post about the artistry involved - I have no questions about how Maya/3DS Max or other packages work. My question is really, how do I use the following data to calculate the correct position of a vertex? for each bone I have: - a bind pose matrix. - a function to get the local bone transform at a specific time. for each vertex I have: - a position (in model space). - an array of bone ids. - an array of bone weights (corresponding to bone ids). How do I go about transforming the vertex using that info? Could someone please also explain what exactly the bind pose is used for? I've read a few documents about this, but none are very clear. I've been stuck on this for a few days - so if I could finally understand it, it would be great. Any help is much appreciated. Thanks in advance!
  • Advertisement