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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Calculating bindPose matrix (Skeletal Animation)

Ive succesfully parsed the iqe (Inter Quake Exporter) format and now im stuck at displaying it in bindpose. All vertices have a weird transformation, where root bone(which covers the full mesh for orientation) is not the only bone with influence for…
Raphael Mayer
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Looking for skeleton or polygon offset algorithm in R

I found some useful links in this SO question An algorithm for inflating/deflating (offsetting, buffering) polygons . Sorry - no 'net access so sos doesn't work, so does anyone have an implementation of the skeleton algorithm in R? Edit: I would…
Carl Witthoft
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How to transfer skeleton weights in vertex shaders?

I made a c++ collada reader but i draw a 3K animated mesh in 4ms using the opengl direct mode . That's too slow. So i decided to use a vertex shader .In a skeleton , each vertex have a weight (zero or more) for each bone. For a 3K mesh with 40…
Cloyz
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