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3
votes
0answers
127 views

Skeletal animation in OpenGL

I'm using Assimp to do skeletal animation in my OpenGL application. I used Blender to export this one-boned model to a COLLADA file: The model has only one bone, called arm bone, that controls the ...
0
votes
0answers
51 views

OpenGL MD5 Model Animation. Performance issues

A time has come when i had to implement an Animation to my Engine. I started with standart MD5 mesh/anim format since i find it easy to understand. I managed to implement a simple MD5 loader and i can ...
1
vote
0answers
70 views

Rigging Skinning of human skeleton skin mesh scanned by MRI

I have successfully developed a system in Qt/C++ for human musculoskeletal mocap simulations. I can run asf, amc, bvh motion capture files and can visualize the joint transformations. I even simulated ...
1
vote
0answers
28 views

SharpDX - Character Skinning Different in Windows Phone 8.1 Emulator and Real Device

I have an engine written using SharpDX, that can load a character mesh and animation stored in a FBX file, then it renders a scene and animates a character. It is written as an Universal Windows Store ...
0
votes
1answer
66 views

Moving skeletal animation blending logic to GPU: worth it?

We have a solid skeletal animation system in our engine. It allows to set up to three animations onto each bone and blend them seamlessly. The animation update (fetching animation matrix given current ...
1
vote
1answer
89 views

Pre-calculating skeletal animation data

I'm working on skeletal animation and so far I've got the skeleton drawn with interpolated animation working (just on the cpu still). I was thinking about changing my file format for my skeleton and ...
0
votes
1answer
261 views

Skeletal animation with ASSIMP, COLLADA, and glm

I have been trying to learn how to implement skeletal animation (skinning) from COLLADA files using ASSIMP and glm. But after a week of being stuck reading different tutorials and posts I have found ...
0
votes
0answers
33 views

Loading skinned mesh - initially rotated bones, how to set the weights?

I have an mesh that I've exported from 3ds max to my own file format. I use the left-handed coordinate system with Y up and the orientation is expressed as quaternions (both for models and bones). ...
0
votes
0answers
40 views

GPU skinning weird issue [duplicate]

I finally got my GPU skinning to work! (Mostly) I'm using MD5 format and this here tutorial However the weird part is that I'm getting EXACTLY the same issue as this unanswered post: here The ...
1
vote
1answer
380 views

How would you declare a Texture object in the libgdx skin json file, using a region from a texture atlas?

I have a texture atlas that is linked to my skin.json file. The atlas contains a region named "game-title". I would like to declare a com.badlogic.gdx.graphics.Texture object in the json file, to ...
8
votes
1answer
362 views

How can I reliably implement GPU skinning in Android?

I'm trying to get character skinning working on Android. The idea is quite vanilla: I have my skinning matrices, and along with each vertex, I send up to four matrix indices and four corresponding ...
1
vote
1answer
203 views

GPU skinning algorithm incorrectly distorts mesh

I've been trying to implement a GPU-based matrix palette skinning algorithm with WebGL, but the rendering appears incorrect even though I can't find evident conceptual problems in the underlying ...
5
votes
3answers
1k views

How do I send multiple matrices to a vertex shader?

I'm practising animations using bones/skinning. I am trying to send the shader one matrix per vertex. I can think of these two approaches. Method 1 I have one uniform handle for each bone matrix ...
1
vote
2answers
125 views

Encode world matrix as 2 float4s?

On one of the slides of their presentation "Batch, Batch, Batch!" guys from NVidia suggest encoding animation matrices for pallet skinning into two float4s as: • axis/angle • ...
2
votes
1answer
208 views

How to flip 2d skinned quadruped character?

just would like to know is flipping 2d skinned character with one of scale axis good way for left or right movement(flipping direction and animation)? Normal direction would change.(UPDATED) for ...
3
votes
1answer
797 views

Incorrect GPU skinning

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 ...
0
votes
0answers
405 views

How do I export physique animations without breaking them?

I've been trying to export a simple footstep animation that I made in 3ds Max, but its either failed to export or broken (imported into unity sans a few frames, or appearing to have imported but not ...
2
votes
1answer
75 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
2k 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, ...
1
vote
1answer
1k 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
187 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
630 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 ...
2
votes
1answer
756 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 ...