The tag has no wiki summary.

learn more… | top users | synonyms

2
votes
1answer
57 views

Swapping limbs between meshes

I'm trying to achieve what was done in the game impossible creatures. I will have a skeleton to which I will apply different meshes to i.e. torso mesh, leg mesh, etc. I would also like these meshes to ...
4
votes
1answer
492 views

OpenGL GLSL skinning problem

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, ...
0
votes
0answers
158 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
1answer
771 views

XNA Skinning Sample - exporting from Blender recognize only first animation clip

(and sorry for my English) I'm using animation components from XNA Skinning Sample. It works great but when I export a model from Blender, it does not recognize any other animation clips than the ...
5
votes
1answer
155 views

What is a simple deformer in which vertices deform linearly with control points?

In my project I want to deform a complex mesh, using a simpler 'proxy' mesh. In effect, each vertex of the proxy/collision mesh will be a control point/bone, which should deform the vertices of the ...
2
votes
1answer
407 views

COLLADA: Inverse bind pose in the wrong space?

(Crosspost from StackOverflow) I'm working on writing my own COLLADA importer. I've gotten pretty far, loading meshes and materials and such. But I've hit a snag on animation, specifically: joint ...
1
vote
1answer
315 views

Why hasn't OBJ been extended to support skinning?

Out of every format I know, the only one that works accross all applications perfectly is OBJ. I think it is an excellent format and I would use it for everything - except it does not support ...