
April 21st, 2012, 12:16 AM
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Join Date: Apr 2012
Posts: 1
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Skeleton Matrices [solved]
I'm attempting to animate a skinned mesh with joints. I have looked at many different materials, and something isn't right with my understanding. All of my nodes hold a local and global matrix. When I load in the joints, I calculate the inverse pose matrix like so:
Pose Matrix = Mesh's Inverse Global * Joint Global
Inverse Pose Matrix = Inverse of Pose Matrix
Then when my joints are updated, I calculate the joint in mesh space and multiply it with the inverse pose matrix.
Joint wrt Mesh = Mesh's Inverse Global * Joint Global
Deform Matrix = Joint wrt Mesh * Inverse Pose Matrix
I uploaded the following video files to demonstrate what is happening to my mesh. Please add http to the start of the links.
Source animation..
____://tinypic.com/r/ncmnpj/5
My Results..
____://tinypic.com/r/egviqf/5
EDIT:
It turns out that the joints were being exported with what I had assume was local space but was actually global.
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