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WebGL GPU Skinning/Skeletal Animation

Started by arasmussen Aug 13, 2013 at 9:09 PM 0 replies 3.3k views
ongamex92
ongamex92

I cannot access your code so I cant give you the solution to your problem.

Simply for each bone you must compute the absolute transform matrix.

Before you transform the vertex position you must *move* the vertex to the bone space (just by using the (Inverse)BindTransformMatrix(this thing here is a floating notion).

And after that you can transform the model to the world space.

PS

About that line

joints.skinning_matrix = MatrixMultiply(joints.inverse_bind_pose_matrix, joints ...

I'm not sure what is going on but it seems like you are multiplying the parent bone inverse_bind_pose_matrix, to each child bone in the hierarchy. I don't know how the data is stored, but double check your code.

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