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seen Jun 20 at 7:35

Jun
20
comment exporting bind and keyframe bone poses from blender to use in OpenGL
Man, I never looked into it again. I got it sort of working and then work happened.. I'll take a look at your link whenever I get a chance. Thanks!
Nov
19
awarded  Commentator
Nov
19
comment A few questions about integrating AudioKinetic Wwise and Unity
I did, but no one even looked at the question. If their site had the tumble weed badge I would have gotten it :/
Nov
18
asked A few questions about integrating AudioKinetic Wwise and Unity
Nov
24
revised exporting bind and keyframe bone poses from blender to use in OpenGL
deleted 2521 characters in body
Nov
23
comment exporting bind and keyframe bone poses from blender to use in OpenGL
Not really cause those are inverse bind poses. They need to go the opposite order for the whole transform to take you to and back from joint space. The skinning transform for a joint j and a vertex v should be v' = C0*C1*...*CjBj^-1*Bj-1^-1...*B0^-1*v
Nov
21
comment exporting bind and keyframe bone poses from blender to use in OpenGL
I just took a look at your post but I don't see any insight into my situation right off the bat: A - blender vs opengl coordinate systems -> I take care of by exporting from blender with WorldTransform = Matrix().Identity(4) WorldTransform *= Matrix.Rotation(radians(-90), 4, "X") WorldTransform *= Matrix.Rotation(radians(180), 4, "Z") B - Blender vs my math library quaternion order -> I take care of by exporting this way file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0]))
Nov
21
comment exporting bind and keyframe bone poses from blender to use in OpenGL
I also added 3 pictures
Nov
21
revised exporting bind and keyframe bone poses from blender to use in OpenGL
added 1643 characters in body
Nov
21
comment exporting bind and keyframe bone poses from blender to use in OpenGL
but the relevant part is there in the code I already posted: in the update method you can see the code which calculates time (which is hardcoded for simplicity in this example) and figures out the right keyframes between which to interpolate
Nov
21
comment exporting bind and keyframe bone poses from blender to use in OpenGL
I didn't post the source of the animation cause it's not relevant to the question and will add a bunch more of code, but the high-level approach is: on startup the animation subsystem checks a db which among other things tells it which anim clips are associated with which skeleton, from this, it uses a parser to open the animation files on disk and populate the required data structures. The data structure for an animation has fps, duration, and a keyframes array. keyframes in turn are structs which hold a kyframe number plus a skeleton pose. the pose in turn has the array of SQTs
Nov
20
revised exporting bind and keyframe bone poses from blender to use in OpenGL
added 21 characters in body
Nov
20
comment exporting bind and keyframe bone poses from blender to use in OpenGL
sweet thanks! Will do.
Nov
20
awarded  Editor
Nov
20
revised exporting bind and keyframe bone poses from blender to use in OpenGL
added 2033 characters in body
Nov
20
asked exporting bind and keyframe bone poses from blender to use in OpenGL
May
23
comment Do I need to roll my own polygon segmentation algorithm to automate Box2d body creation from a tile map?
well but this rectangles are going to be adjacent to each other. Is that still kosher?
May
22
comment Do I need to roll my own polygon segmentation algorithm to automate Box2d body creation from a tile map?
makes sense, but I had discarded that idea thinking eventually I could very well have bigger mazes and maybe even arbitrary poly shapes. If that were the case, do you agree the most practical thing would be blob extraction (connected-component labeling basically) ?
May
21
comment Do I need to roll my own polygon segmentation algorithm to automate Box2d body creation from a tile map?
given the unanimous silence... at this point I think the way I'll go about it is with blob extraction, which I'll either code myself or use OpenCV's
May
21
awarded  Student