Questions tagged [skeletal-mesh]

Skeletal mesh files associate polygon vertices with "bones", so that the vertex positions are updated whenever the "skeleton" moves. Individual bones may reference other bones, resulting in a hierarchy of transformations to be processed in order to determine the final position of any given vertex.

Skeletal mesh files associate polygon vertices with "bones", so that the vertex positions are updated whenever the "skeleton" moves. Individual bones may reference other bones, resulting in a hierarchy of transformations to be processed in order to determine the final position of any given vertex.

Skeletal mesh files are useful for creating rag-doll physics; each part of the mesh can be physically modelled as a separate-but-connected part of the overall "shape", with associations between bones being used to create joints between each part.

Skeletal mesh structures can be animated by applying transformations to the basic skeletal structure. This is in contrast to "morph-based" animation techniques (used by .MD2 meshes in Quake II, for example), where each "frame" of animation is represented as a separate list of explicit vertex positions.

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How to apply a bvh animation to a Cal3D model?

I'd like to use a bvh̉ animation on a Cal3D model. At first glance it seems like it ought to be easy: A bvh file specifies a rotation at each of a hierarchy of joints, and a Ca3D model contains rotations at a hierarchy of joints. The problem is…
JWWalker
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skeletal animation

I am new to the terms of skeletal animation and I have read that, to animate a mesh using skeletal I would have to use a hierarchy of bones which I did making each bone node in my scene graph and then to deform the mesh I have to get the inverse…
Jman
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DirectX - Skeletal Animation Method Incorrect

I'm trying to write a program for skeletal animation in DirectX 9, I have used LoadMeshFromHierarchy function to load an animated mesh...now I would like to bypass the animController so that I can dictate the animation by reading keyframes from the…
P. Avery
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Meaning of glTF's Inverse(GlobalTransform) in Skin Matrix

I want to render a mesh with skeletal animation. Before animating, I want to just render the mesh with just the first keyframe of the animaton i.e. render mesh with the bone hierarchy transforms in place. I'm ignoring the scene structure in the…
legends2k
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What is the correct mapping of inverse bind matrices?

A glTF file defines, for each skin, an array of inverse bind matrices and a list of joints. Let's assume the list of joints is: {2,5,7,4,3,6} If we shift it so that the indices start at 0 we get {0,3,5,2,1,4} In this scenario inverse_matrix[2] can…
Makogan
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(Unreal Engine 4) Is there a way I can convert a skeletal mesh pose to a static mesh at runtime?

I'm aware that there's a way to convert a skeletal mesh to a static mesh by right clicking on it and clicking on the convert option. I was wondering if there's a way I can do that at runtime. I have some functions that only work with static meshes…
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Three.js Wrong bones orientation

I'm loading a three.js skinned and rigged model, and a bvh mocap animation file. When I try to apply the bvh animation to the model, I have a wrong oriention on some bones: As you can see, The orientations of the arm's are wrong. This is how I…
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Skeletal animation blending upper/lower body, global or local space

If a model is compose of two cubes, upper cube and lower cube aligned along z axis, and lower cube is parent of upper cube. Giving two skeletal animation: animation A: upper cube keep static, lower cube rotate-z clockwise. animation B: upper cube…
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Skeleton calculation

I'm trying to implement skeletal animation on my 3D Enigne (DX 11). Skinning part is working fine, but there is little problem with bone matrices transformation. I'm using self made binary format which is based on Valve's SMD and already converted…
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Assimp Skeletal Animation Transform Matrix Issues

I'm trying to work out skeletal animation using Assimp (Open Asset Import Library). Right now I can successfully load a .dae model and render it with animation, but in the process of doing so the model gets messed…
John Smith
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Insert skeleton in 3D model programmatically

Background I'm working on a project where a user gets scanned by a Kinect (v2). The result will be a generated 3D model which is suitable for use in games. The scanning aspect is going quite well, and I've generated some good user…
Bono
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Combine Matrices (Skeletal Animation in c++ with DirectX 11 from Collada File)

I need to combine multiple matrices to do skeletal animation in c++. I already got the following matrices: Bind Shape Matrix from a COLLADA file. Bone Matrix for every bone from a COLLADA file. Bind Pose Matrix for every bone from a COLLADA…
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Assimp not loading bone names in nodes from MD5 model Bob in OpenGL

I'm currently loading an MD5 model for testing out animations using ASSIMP (from the following tutorial: http://ogldev.atspace.co.uk/www/tutorial38/tutorial38.html). So far, everything seems to load just fine (static model renders fine), but for…
Joey Dewd
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WebGL ThreeJs Skeletal Animation on Windows Issue

I am using three.js (version 61) with the WebGL renderer in a project to have a live animation with data detected by the Kinect. I have used the THREE.SkinnedMesh Object to have a 3D model that supports the skeletal animation. I tested the live…
danjok
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WebGL / GPU Skinning / Skeletal Animation

I am frustratingly close to working skeletal animation in WebGL. Background I have a model with a zombie walk animation that I got for free. I downloaded the entire thing in a single Collada file. I wrote a parser to get all the vertices, normals,…
Andrew Rasmussen
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