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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GUI Err MeshManager.cc:131 Invalid mesh filename extension

I'm getting the following errors using a simple sdf file that I get from the tutorial of animating a box: [ruby $(which gz) sim-1] [GUI] [Err] [MeshManager.cc:131] Invalid mesh filename extension[tutorial/worlds/__default__] [ruby $(which gz) sim-1]…
Ja_cpp
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what's the difference between Bone and Joint in Skeleton while rendering FBX model?why most toturials have Bone but no Joint class?

what's the difference between Bone and Joint in Skeleton while rendering FBX model?why most toturials have Bone but no Joint class? how to animate a FBX model imported by Assimp(which only has Bone but no Joint) by manually update Joint data every…
gpu
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how to import FBX model by Assimp then control it by its Joints?

how to import FBX model by Assimp then control it by its Joints? eg. import a human/hand model, and the set the value of its Joints dynamically each frame. I've searched the doc of Assimp, found there is no 'joint' at all.
gpu
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How to setup bone hierarchy for SCNSkinner from glb data?

I'm trying to show a 3d model of a human body scan in SceneKit. The model is stored in a glb file. Because SceneKit does not support the import of that file format I manually read the file in. I'm trying to use the SCNSkinner from SceneKit to rig…
lucasahli
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Draw bone for skinned mesh

I have the JointTransform matrix for each bones of each frame in the animation of a simple rigged model. I would like to draw the bones as lines. I'm using OpenGl 2. I just want to calculate the start and end Vector3 points. How would I do this?
thatGuy
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Unknown issue while rotating bones

I faced a strange behaviour while was making a test skeleton rotation, here come the code: for (int i = 0; i < bones.size(); ++i) { u2long parentlink = bones[i].blenderBone.parent; bone* b = &bones[i]; if (!parentlink) { …
auraxarr
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UE4 How to transform bone in runtime?

I'm solving ragdoll replication and, I guess there's no exist clear solution for this problem So i decided figure it out myself. However I don't know how to transform specfied bone in runtime. I assume the way of transform bone is using animation…
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Skeletal mesh not rendering in UE5

I am trying to follow along with a tutorial that was designed for UE4. However, I was wanting to play around with UE5 (since it just came out). I was able to find some info in order to change some of the objects around to be compatible with UE5.…
Brunke
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How to get control over skeleton of a GLB model in THREE.JS?

I have generated an avatar, In glb format. But when I render the same the hands are stretched out. The model has a skeleton. But how do I get access to the skeleton such that I can bring its hands down or make the person sit on a chair etc? The…
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How can I make a system to lock aim to different parts of body with IK?

I just had this idea and would like to learn how to implement, what I wanna do is, when I press a button character's aim and also IK for aim, like arm position or how he holds the weapon are adjusted to head, legs or body of NPC and shoots it.…
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How to programmatically move limbs of 3d model in unity according to gyroscope orientation?

I have a number of gyroscopes(in real life) attached to my body on my arms, legs, head and spine. Each gyroscope has a unique id, which I map to a body part on the 3d model. The gyroscope data for each sensor is a quaternion. I basically just want…
Rahul Iyer
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Three.js parenting mesh to bone

My goal is to attach separate objects (eg: wearable items) to an animated model, so that the bound objects are controlled by the models animation. I have found these, but all seems outdated. Three.js attaching object to…
Tamás Katona
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Unity problem with mask interaction on Anima2D created character

I am making an 2D Multiplayer Shooter with usage of Anima2D skeletal characters, also I am using an layer masking, so player can see enemies only in choosen radius. My problem is, I can not set mask interaction on mesh(Anima2D characters are built…
Kiket95
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I cannot merge two skeletal meshes together unfortunately

I have a pistol model from blender that is made up of two parts: the slide, and the rest of the gun so that it is easier to animate the slide. I exported the model with the working bone (slide) as an fbx and then imported just a static mesh to…
user7520345
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Which nodes of the Collada .DAE are most relevant for game object & character use?

I was looking to choose an intermediary format that can get from 3D modeling software to my internally used format. Collada .DAE seems to be good as it can export animation too and it's XML. Kind of bloated but easy to parse. Before being a wannabe…
CodeAngry
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