I'm trying to implement skeletal animation using assimp and glm. Everything seems to work, except for rotations. This is the code I use when packing assimp data into my own engine's format. I THINK ...
DISCLAIMER This question has been completely rewritten to narrow the scope of the question in light of previous suggestions and answers, but the same problem still persists. Currently I'm trying to ...
I'm looking for suggestions and ideas for 3D model skeletal based animation for C++/Open GL. Now the thing is I would like the ability to allow mixing of animations by allowing an animation to only ...
I'm having some problems with implementing skinning and skeletal animation. It seems that the skeleton and the mesh are loaded correctly, but the mesh gets funky when the bone transformations are ...
This time I've decided to ask a question related to my skinning problem. Two earlier ones were not really related to my problem and I've deleted them. Ok, first of all, I'm using OpenGL 3, 3ds max, ...
EDIT: I decided to reformulate the question in much simpler terms to see if someone can give me a hand with this. Basically, I'm exporting meshes, skeletons and actions from blender into an engine ...
Using the .x format to export a model from Blender, I can load a mesh, armature and animation. I have no problems generating the mesh and viewing models in game. Additionally, I have animations and ...