Jump to content

View more

Image of the Day

#ld38 #screenshotsaturday Mimosa Fizz action gif #2 https://t.co/TUzdppvfUL
IOTD | Top Screenshots

The latest, straight to your Inbox.

Subscribe to GameDev.net Direct to receive the latest updates and exclusive content.


Sign up now

Assimp Animation not working correctly

4: Adsense

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.


  • You cannot reply to this topic
No replies to this topic

#1 ViX3LG0N   Members   

412
Like
0Likes
Like

Posted 10 August 2013 - 06:22 AM

Hey,
I try to get working animations with Assimp.
As you can see in the picture, head and lamp are correctly transformed, but the body isnt.
Also notice the holes in the body.
I think the problem is that the body is transformed by multiple bones.
assimp.png
 
My code is designed that the whole model is splitted into single meshes (Assimp does this).
So each mesh has its own VBO with vertices, normals, uvs, weights ...
 
The bonematrices should be correctly calculated each frame.
But maybe im uploaded them wrong to the shader:

for (unsigned int m = 0; m < scene->mNumMeshes; m++)
{
	/*...*/
	if (scene->HasAnimations()&&scene->mMeshes[m]->HasBones())
	{
		/*...*/
		for (unsigned int i = 0; i < 100; i++)
		{
			mat4 tmpMat = mesh[m].bonemat[i];
			string loc = "gBones["+convertInt(i)+"]";
			glUniformMatrix4fv(glGetUniformLocation(shader, loc.c_str()),  1, GL_FALSE, value_ptr(tmpMat));
		}
		/*...*/
	}
	/*...(Draw)...*/
}

Also im not sure if filling up the bonedata(bonematrix+weight for each vertex) is correct:

for (unsigned int m = 0; m < scene->mNumMeshes; m++)
{
	/*...*/
	if (scene->HasAnimations()&&scene->mMeshes[m]->HasBones())
	{
		for (unsigned int k = 0; k < 100; k++)
		{
			mesh[m].bonemat[k] = mat4(1.0);
		}

		for(unsigned int i = 0; i < scene->mMeshes[m]->mNumVertices; i++)
		{
			ivec4 tmpID;
			vec4 tmpW;
			for (unsigned int  h = 0 ; h < 4; h++)
			{
				tmpID[h] = 0;
				tmpW[h] = 0.0;
			}
			mesh[m].boneIDs.push_back(tmpID);
			mesh[m].weights.push_back(tmpW);
		}
		for(unsigned int i = 0; i < scene->mMeshes[m]->mNumBones; i++)
		{
			for (unsigned int j = 0 ; j < scene->mMeshes[m]->mBones[i]->mNumWeights ; j++)
			{
				int v = scene->mMeshes[m]->mBones[i]->mWeights[j].mVertexId;
				float w = scene->mMeshes[m]->mBones[i]->mWeights[j].mWeight;

				//check if is filled
				int notFilled = -1;
				for (unsigned int  h = 0 ; h < 4; h++)
				{
					if (notFilled == -1)
					{
						if (mesh[m].weights[v][h] == 0.0)
						{
							notFilled = h;
						}
					}
				}
				mesh[m].boneIDs[v][notFilled] = i;
				mesh[m].weights[v][notFilled] = w;
			}
		}
	}
	/*...*/
}

If this code is out of context for you, i linked the whole Model class from my dropbox account.

Model.h

Model.cpp

 

Hopefully we find a solution






Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.