Skip to main content
3 votes
Accepted

Are there common types of human skeletons in gamedev industry?

Yes, indeed. Unity (for instance) will accept a fairly broad variety of rigs to be converted to Humanoid Avatars as long as they follow the same basic structure. Adobe's Mixamo is one source of ...
Acme Nerd Games's user avatar
3 votes
Accepted

Rotating 2D bone in LateUpdate have jittering issue

You should not multiply by delta time here: float newRotation = verticalMovement * m_AimAmount * m_DeltaTime; Multiplication by delta time is useful when you're ...
DMGregory's user avatar
  • 135k
2 votes

Unity SkinnedMeshRender: is there a way to cache mesh and restore later?

Based on @DMGregory 's helpful comments, here is my solution: To Cache (called in OnEnable()): ...
Adam B's user avatar
  • 800
2 votes
Accepted

instancing and GPU skinning

The solution I chose was to pre-compute all the frames rather than the keyframes. In fact, I plan to have less than 10 seconds for all the animations. To store a 10 seconds animation at 50 Hz, I ...
Kiord's user avatar
  • 101
1 vote
Accepted

OpenGL Vertex Shader "joint matrix * weight" multiplication performance

Thanks to Khronos forum user mhagain, he suggested to try different storage options. I tried an SSBO that only holds the jointMatrices data and it worked! ...
Enes Altınkaya's user avatar
1 vote
Accepted

ASSIMP Skinning seems to be somewhat inverted

My issue was in the vertex shader. When calculating gl_Position, I was doing this gl_Position = projection * view * vec4(FragPos, 1.0); Where FragPos was ...
Sammi3's user avatar
  • 219
1 vote
Accepted

Does Unity3D custom shader use its default GPU or CPU skinning automatically?

The closest I was able to come to tracking this down was a comment I noticed in an official Unity tutorial called Mobile Considerations (for version: 2017.4): GPU Skinning Although GPU ...
Pikalek's user avatar
  • 12.4k
1 vote

How to apply bindpose for vertex skinning?

I think the bindpose matrix you are referring to is also the bone offset matrix, which is related to its parent. It transform the bone from the mesh space to its local space. A final transformation ...
Splash's user avatar
  • 11

Only top scored, non community-wiki answers of a minimum length are eligible