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Quick Skinned Animation Question

Started by eirland 1 reply 750+ views
Original Post
eirland
eirland
I was wondering if someone could help me real quick with my skinned animation system. The basic system works fine. The character is being updated correctly and you can see him animating. The problem is that he is not being lit correctly, which leads me to believe that I am not updating the normals correctly. Does anyone know the correct way to do this? I tried using essentially the same method used for transforming the vertex position but that approach doesn't make sense to me (and doesn't work either :P ). What transforms need to be applied to the normal?? Thanks, erik
RobTheBloke
RobTheBloke
one of two ways to handle the normals, either

a) just recalculate them
b) transform them by the inverse-transpose bone matrix (if you do not use scale, the inverse-transpose will be the same as the matrix you started with). Make sure you are not applying the translation of the matrix to the normals.

eirland
eirland
Quote:
Original post by RobTheBloke
one of two ways to handle the normals, either

a) just recalculate them
b) transform them by the inverse-transpose bone matrix (if you do not use scale, the inverse-transpose will be the same as the matrix you started with). Make sure you are not applying the translation of the matrix to the normals.


RobTheBloke!?! Wow, let me first say that you rule. Your website about maya exporters has been an amazing help to me. Thank you very much.

But just so we're clear, I need to do this for each bone influencing my normal right (accounting for weights)?

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