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Why not just move the blending to the skinning phase? You just need to add the base matrices and the interpolation qualifier to the uniforms (or a static texture for the matrices if you really want to); you have a lot of space for uniforms. Also passing and slerping quaternions is cheaper than passing and slerping matrices. and applying a quaternion ...


1

OK, after much button mashing, I figured it out: If you click on your main FBX object, in the inspector you will find 3 buttons at the top. The ones we care about are Rig and Animations. If you go to Rig and drop down the "Root node" selector, then choose your root bone, it will open up some more options under the Animations button. Go back to the ...


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This seems like an optimization question. As such the answer, as always is to profile it. If generating the matrices doesn't take too much time on the fly, then it is simply easier to do on the fly, as you don't have to write and export/import of matrices, and add it to your file format. And perhaps you could simply use other file formats natively and not ...


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If you were using assimp's implementation (AssimpViewer source) as reference, then you probably too missed the fact that Assimp's and glm use reverse matrix multiplication order. To clarify, we are talking about matrix-matrix multiplication, and the order is reverse relative to each other And we know that matrix multiplication is not commutative. So the ...



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