Forums: » Register « |  Free Tools |  User CP |  Games |  Calendar |  Members |  FAQs |  Sitemap |  Support |

New Free Tools on Dev Shed!

#1
April 21st, 2012, 01:16 AM
 Edward_Two
Registered User

Join Date: Apr 2012
Posts: 1
Time spent in forums: 58 m 31 sec
Reputation Power: 0
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.

#2
April 24th, 2012, 09:10 PM
 macano
Registered User

Join Date: Apr 2012
Location: Germany
Posts: 4
Time spent in forums: 20 m 36 sec
Reputation Power: 0
Oh, nice game! hope to see it out soon, maybe let me beta run it so I can let you know any bugs or sort!

 Viewing: Dev Shed Forums > Programming Languages > Game Development > Skeleton Matrices