21 years, 6 months ago
Highlights
Quote:Personally, I think quaternions are better, but that's just me ;-) Well the reason I hadn't been wanting to use Quaternions is because I didn't understand how to correctly…
21 years, 6 months ago
21 years, 6 months ago
Ok, I just wanted to get a "Concept Check" on my method's of Bone Transformation, Skeletal Animation and Mesh Deformation; I've been having some problems w/ getting my mesh…
21 years, 6 months ago
I'm trying to setup bone tranformation matrics for skeletal animation, and I was wondering if it was better/more efficient/faster to use OpenGL's transformation operations and b…
21 years, 6 months ago
Setting up Bone Transformation Matrices for Skeletal Animation ======== Back Ground ========= Ok, just as background I'm creating a Model Viewer for a semester project. It simpl…
21 years, 6 months ago
Latest Activity
See all in DiscussionsQuote:Personally, I think quaternions are better, but that's just me ;-) Well the reason I hadn't been wanting to use …
21 years, 6 months ago
well I think I'm getting confused on creating the bones relative tranformation matrix.. I thought you created the relative matrix …
21 years, 6 months ago
Well really what I'm confused about is how the second function creates a bone's world(absolute) transformation matrix from the quaternions …
21 years, 6 months ago