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Latest SkeletalAnimation Activity

I fixed it. When I write the global bind pose matrix to the file, I got mixed up the column and row of the fbx matrix. That was the problem. Here's the video of my program which facilitates my game https://www.youtube.com/watch?v=I9bjj29qaIA

7,763 views
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_Silence_ said:

Also, in general assimp tends to add its own bones during the import, so what you have is a bit strange.

Far more likely it's the exporter adding the leaf bones (Blender has some weird settings by default), not the Assimp importer. I would reimport it into your modeling tool and check…

7,484 views
Skeletal animation - Rotations seem to be inverted

@joej So.. scrolling through my geometry loader I found an innocent looking line of code I had forgotten about. 

finalVertex.z *= -1;

POOF everything is now working fine ?

Will go cry for a bit, I'll be fine.

5,235 views

I’m working on ‘retargeting’ my skeleton so that it can be used with different animations. Well, to be more precise, I’m actually retargeting the animation data.

I’ve downloaded a few of the Mixamo animations to test with and I can render them fine with the skeleton that comes with it (I’m using COL…

3,471 views
Reverse Engineering Skeletal Animation in an Old Game

I applied my lackluster reverse-engineering skills and found out that quaternions in rotation keyframes are stored as four signed 16-bit numbers. They are converted to floating-point quaternions by multiplying each component by 0.000061038882f (== 1.0f / 16383.0f).

Now I have to figure out how this …

7,170 views
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