2
votes
1answer
146 views

Optimising skeletal animation

I am implementing a skeleton system for my latest game. I am using my own linear algebra classes which already have some optimisations, such as separate transformPoint and transformVector functions ...
1
vote
2answers
1k views

What matrix operations do I perform to translate then rotate then translate then rotate?

In an android game I want to draw a running leg. To output the thigh I do something like: // legCX,legCY is the location on screen about which the leg rotates. Matrix m = new Matrix(); ...
5
votes
1answer
415 views

apply non-hierarchial transforms to hierarchial skeleton?

I use Blender3D, but the answer might not API-exclusive. I have some matrices I need to assign to PoseBones. The resulting pose looks fine when there is no bone hierarchy (parenting) and messed up ...
0
votes
0answers
371 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 ...
1
vote
1answer
499 views

importing animations in Blender, weird rotations/locations

This is for the Blender 2.6 API. There are two problems: 1. When I import a single animation frame from my animation file to Blender, all bones look fine. But when I import multiple (all of the ...
2
votes
2answers
1k 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 ...
8
votes
1answer
909 views

2D Skeletal Animation Transformations

I have been trying to build a 2D skeletal animation system for a while, and I believe that I'm fairly close to finishing. Currently, I have the following data structures: struct Bone { Bone ...