Skip to main content
gamedev.net
🔒 Locked 🎮 Unity

Quick Skinned Mesh Question

Started by Raeldor 1 reply 500+ views
Original Post
Raeldor
Raeldor
Hi All, If I have a skinned mesh with bones, and animation data containing rotation data for the bones, where is the information held to move the vertices attached to the bone to the origin of the mesh before rotating them? Is this why there is an initial pose? Does the initial pose contain the position of the origin of the bone? Does this mean I have to use the inverse of the initial pose multiplied by the rotation from the animation set and then multiplied again by the initial pose in order to transform the vertices attached to the bone? Is that why there is initial pose data, or is there another reason? Thanks! Rael
JohnBolton
JohnBolton
You are correct. That is the reason for the initial pose. In order to animate a vertex you must transform it in to bone space. That is done by transforming the vertex in the initial pose by the inverse of the bones in the initial pose.
John BoltonLocomotive Games (THQ)Current Project: Destroy All Humans (Wii). IN STORES NOW!
Raeldor
Raeldor
Quote:
Original post by JohnBolton
You are correct. That is the reason for the initial pose. In order to animate a vertex you must transform it in to bone space. That is done by transforming the vertex in the initial pose by the inverse of the bones in the initial pose.


Awesome, thank you for clarifying.

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.