Tagged Questions
0
votes
2answers
764 views
OpenGL matrix vs DirectX matrix
I'm working on an animation and model exporter from Maya to use within my game. Currently, models work perfectly, and animations have some issues with the joints. Since Maya works in an OpenGL ...
0
votes
0answers
157 views
Animation exporting from Maya to DirectX environment
I'm working on a model/animation Maya exporter for a game I'm working on. I used a very simple animated box mesh with four joints at first to make sure everything works, and got it running relatively ...
1
vote
0answers
153 views
what space is this Matrix in?
In Blender 2.6 API, PoseBone is used for animating a bone. PoseBone.matrix is one way to do that. API says PoseBone.matrix is in "object space".
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0
votes
0answers
95 views
Blender poseBone matrix from animation matrix?
Given an animation matrix for a bone in armature-space, how to calculate the "matrix" of poseBone from it and assign it in Blender?
Basically by bones can have parents, but all animation matrices in ...
0
votes
0answers
305 views
Calculating the correct roll from a bone transform matrix
Read this forum topic for more info: http://blenderartists.org/forum/showthread.php?260602-transform-matrix-to-bone-%28head-tail-roll%29-bug
I'm trying to get my Blender3d modeller importer to create ...
2
votes
2answers
834 views
How to port animation from one skeleton to another?
While I need to do this in a Blender3D modeler script, the math should be similar for other modelers or realtime engines.
Blender3D specific terminology:
Armature = skeleton
EditBone = rest pose bone ...
3
votes
1answer
1k views
Bones Animation - Matrices and calculations
We are 'on final' when it comes to finishing the project, but just before implementing the animation system.
Our Client decided to choose "Bones Animation" - which is that I should export each ...
2
votes
3answers
868 views
Interpolating Matrices
Apologies if I am missing something very obvious (likely!) but is there anything wrong with interpolating between two matrices by:
float d = (float)(targetTime.Ticks - keyframe_start.ticks) / ...