skeletal-mesh

Assimp Skeletal Animation : Bones associated with a Vertex

浪子不回头ぞ 提交于 2019-12-12 13:46:18
问题 I am trying to integrate the Assimp skeletal animation. Following this tutorial for reference. The change I am trying is to use fixed function pipeline. Problem : Position, Texture Coordinates and Normal Data is fine, but I cannot figure out how the four bones and the weight data is obtained for each vertex as mentioned in the tutorial. 回答1: I think the illustration in the tutorial is quite clear on that: 来源: https://stackoverflow.com/questions/25063274/assimp-skeletal-animation-bones

Maya to three.js with animation

强颜欢笑 提交于 2019-12-07 11:49:59
问题 I have a rigged (skeleton and soft bind) model in Maya. The model is all one seamless low poly with a single jpeg texture mapped. There is simple animation of the skeleton. (joint rotation). I need to get it to work with ThreeJs (webGL). Do I try to export an OBJ with Morph Targets some how? I can do OBJ but how do I get the morph targets? Can the developer that I am working with read Maya's baked animation file (.MC or .XML) in webGL. Do I export a Collada DAE? Any help that can steer us in

Maya to three.js with animation

一个人想着一个人 提交于 2019-12-05 21:55:16
I have a rigged (skeleton and soft bind) model in Maya. The model is all one seamless low poly with a single jpeg texture mapped. There is simple animation of the skeleton. (joint rotation). I need to get it to work with ThreeJs (webGL). Do I try to export an OBJ with Morph Targets some how? I can do OBJ but how do I get the morph targets? Can the developer that I am working with read Maya's baked animation file (.MC or .XML) in webGL. Do I export a Collada DAE? Any help that can steer us in the right direction would be greatly appreciated. Thanks THREE.js comes with an exporter for Maya, but

Three.js - skinned skeletal mesh instances, animations and blending

蹲街弑〆低调 提交于 2019-12-03 03:12:00
问题 I'm working on a small multiplayer game which has a single skinned player mesh with many players using it. Some Background: I've tried loading via maya and blender collada export. Both seem to reference some form of animation data but I couldn't get it working. I've tried the maya JSON exporter, which spat out tiny 1k files with only a material line. Finally the blender JSON exporter worked. To those also trying to load skinned meshes, I found this very helpful: Model with bones animation

OpenGL : Bone Animation, Why Do I Need Inverse of Bind Pose When Working with GPU?

旧街凉风 提交于 2019-12-01 15:26:33
问题 I implemented an MD5 Loader with software skinning. Bind pose in md5 is final, absolute position and rotations, you just need to do computations for weights which are joint dependent. I tried to implement GPU skinning but i am stuck at a point. Since these coordinates are final, why can't i just convert my 3d vectors and quaternions into a matrix and just upload it to the shader ? As I have read here : http://3dgep.com/?p=1356 , i need to multiply my skeleton with inverse of the bind pose.