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About Ronan085

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  1. thanks @MJP all i had to do was bump sizeof(cbPerObject) up to the next multiple of 16 like you said
  2. Hi I've been trying to implement my own math library for use with DirectX11 and I've run into trouble creating the constant buffer. My data to be sent to the constant buffer looks like this [source] struct cbPerObject { MATRIX WVP; MATRIX World;   BOOL hasNormMap; BOOL isInstance; }cbPerObj; [/source] MATRIX is one of my custom data types and looks like this [source] struct MATRIX { float _a1, _a2, _a3, _a4; float _b1, _b2, _b3, _b4; float _c1, _c2, _c3, _c4; float _d1, _d2, _d3, _d4; } [/source] (I've left out all the functions MATRIX contains just to keep the post simple)   And when I try to create the constant buffer I keep getting an invalid parameter passed error, if anyone knows a work around for it would be great  thanks
  3.   really nice article thanks, thankfully XNAMath has a nice function XMQuaternionSlerp() so that will save me a ton of work;   The 4x4 matrix of an affine transformation is compose of a 3x3 matrix that represents a linear mapping (in the case of posture data this is a rotation) and a translation vector (a column to the right of the 3x3 matrix or a row below it, depending on whether you are using column vectors or row vectors). The other four components are always "0 0 0 1". Extract the rotation and the translation separately and convert the rotation to a quaternion (see JTippetts's post above).   thanks i was very clueless about how the different information was sorted in the matrix, any idea where the scaling information is
  4. rotating around something is not linear, since a rotation imply's movement in an arc around a point, rather than a straight line. doing slerp(sperhical linear interpolation) isn't easy with matrixs, quaternions simplify the mathematics(but are a bit hard to understand if you don't know complex numbers(still it can be a bit difficult to comprehend even then imo))       Ok so where do i get this rotation information if the only transformation information i have is stored in one matrix
  5. @Álvaro The file format im using is based off collada so the transformations are represented by 4x4 matrixs   @Squared'D ya ive been using that equation but the result are not what im expecting, my file file format has specified that all transformation interpolation should be linear
  6. Hey    Does anybody know how to properly implement linear interpolation for skeletal animation i just cant seem to get it to work Ive been getting some very interesting results when ive tried different ways eg model exploding apart when the animations starts, random translations and rotations happening If anybody wants to see any of the codes from my attempts at it just ask   Any help would be greatly appreciated.
  7. Hey    I recently got my simple game engine to load animations correctly and i was wondering should i playback animations by time past or by frames past    I am using skeletal animation btw   Thanks   -Ronan085-
  8. Collada skeletal animation help

    I am just a bit confused on what information is exactly needed Would i be right to say that this is all i need besides the geometry :    Bone Name  Bone Parent  Joint Matrix  Bind shape matrix   Bind Pose   Joint inverse Bind poses  Root Bone  Bone Weights            Animation Time  Transformation :  Interpolation Type  Skinning Equation  or is there other things i need too
  9. Hey   I have recently been building a very very simple game engine for myself and i have run into alot of trouble trying to implement animation What i have been doing so far is converting from collada into my own file format and have been able to load static meshes. But i cant seem to understand how to load skeleton animations  I have read the following tutorials but cant seem to think of how to implement it my way (Not collada but i wanted to see if they were similar enough to use that tutorial) if anyone know how to explain it i would greatly appreciate it.   Thanks  -Ronan085-