Original Post
I'm attempting to animate a skinned mesh with joints. I have looked at many different materials, and something isn't right with my understanding. All of my nodes hold a local and global matrix. When I load in the joints, I calculate the inverse pose matrix like so:
Pose Matrix = Mesh's Inverse Global * Joint Global
Inverse Pose Matrix = Inverse of Pose Matrix
Then when my joints are updated, I calculate the joint in mesh space and multiply it with the inverse pose matrix.
Joint wrt Mesh = Mesh's Inverse Global * Joint Global
Deform Matrix = Joint wrt Mesh * Inverse Pose Matrix
I uploaded the following video files to demonstrate what is happening to my mesh. Is my algorithm correct in handling the matrices in mesh space and calculating the inverse pose matrix? If I knew that, it would be easier to further study the problem.
Source animation..
My Results..
These are my references -
Introduction to Game Development
UCSD - Skinning powerpoint
Animation in Video Games
Pose Matrix = Mesh's Inverse Global * Joint Global
Inverse Pose Matrix = Inverse of Pose Matrix
Then when my joints are updated, I calculate the joint in mesh space and multiply it with the inverse pose matrix.
Joint wrt Mesh = Mesh's Inverse Global * Joint Global
Deform Matrix = Joint wrt Mesh * Inverse Pose Matrix
I uploaded the following video files to demonstrate what is happening to my mesh. Is my algorithm correct in handling the matrices in mesh space and calculating the inverse pose matrix? If I knew that, it would be easier to further study the problem.
Source animation..
My Results..
These are my references -
Introduction to Game Development
UCSD - Skinning powerpoint
Animation in Video Games