Questions tagged [skeletal-mesh]

Skeletal mesh files associate polygon vertices with "bones", so that the vertex positions are updated whenever the "skeleton" moves. Individual bones may reference other bones, resulting in a hierarchy of transformations to be processed in order to determine the final position of any given vertex.

Skeletal mesh files associate polygon vertices with "bones", so that the vertex positions are updated whenever the "skeleton" moves. Individual bones may reference other bones, resulting in a hierarchy of transformations to be processed in order to determine the final position of any given vertex.

Skeletal mesh files are useful for creating rag-doll physics; each part of the mesh can be physically modelled as a separate-but-connected part of the overall "shape", with associations between bones being used to create joints between each part.

Skeletal mesh structures can be animated by applying transformations to the basic skeletal structure. This is in contrast to "morph-based" animation techniques (used by .MD2 meshes in Quake II, for example), where each "frame" of animation is represented as a separate list of explicit vertex positions.

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Three.js - skinned skeletal mesh instances, animations and blending

I'm working on a small multiplayer game which has a single skinned player mesh with many players using it. Some Background: I've tried loading via maya and blender collada export. Both seem to reference some form of animation data but I couldn't get…
jozxyqk
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OpenGL : Bone Animation, Why Do I Need Inverse of Bind Pose When Working with GPU?

I implemented an MD5 Loader with software skinning. Bind pose in md5 is final, absolute position and rotations, you just need to do computations for weights which are joint dependent. I tried to implement GPU skinning but i am stuck at a point.…
deniz
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Why Do I Need to Convert Quaternion to 4x4 Matrix When Uploading to the Shaders?

I have read several tutorials about skeletal animation in OpenGL, they all seem to be single minded in using quaternions for rotation, 3d vector for translation, so not matrices. But when they come to the vertex skinning process, they combine all of…
deniz
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Export bones Blender

I have a simple skeletal mesh created with Blender and I'm trying to export it in order to render it in OpenGL. My question is: what is the simplest export format to use in order to analyze the mesh (especially the armature/bones) and render it in…
Manlio
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Three.JS - Share skeleton between SkinnedMeshes using same bones structure

I have been struggling to find a way to add/remove clothing pieces to an existing skeleton (Clothing meshes and body meshes should share skeleton) but I always end up getting funny/weird results. All the clothing pieces that I'm looking forward to…
c4b4d4
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Assimp - How to access armature which is separate from mesh?

I'm using Assimp to import an animated FBX file. My problem is that the armature within the scene exists independently to the 11 separate mesh which share that same joint data. Until now I've been retrieving the bone data as I iterate over the mesh…
livin_amuk
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What is a node extra technique in Collada?

I am parsing the 1.4.1 Collada(exported from Blender), and I have noticed under the library_visual_scenes section, some nodes have extra technique sections. Looking online, its not really clear what these are used for, or how I can use them. I…
Mike5050
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Three.js - Animation is not playing

I have problem with animating object exported via blender plugin from blender to THREE.js. Animation did not start running... Of course, I tried many combinations of settings when exporting from blender and importing to THREE.js library, but without…
Matěj Pokorný
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Assimp Skeletal Animation : Bones associated with a Vertex

I am trying to integrate the Assimp skeletal animation. Following this tutorial for reference. The change I am trying is to use fixed function pipeline. Problem: Position, Texture Coordinates and Normal Data is fine, but I cannot figure out how…
proton
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Maya to three.js with animation

I have a rigged (skeleton and soft bind) model in Maya. The model is all one seamless low poly with a single jpeg texture mapped. There is simple animation of the skeleton. (joint rotation). I need to get it to work with ThreeJs (webGL). Do I…
user2047963
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DirectX C++ Skeletal Mesh is really distorted when it is transformed (CPU Skinning) (using Assimp)

I have a skeletal model and it looks right when it is loaded. When it is transformed it is really distorted. To me it seems to be stretched in the Y-axis It doesn't have much detail because I haven't got to that yet. I just have values inputted when…
GamerDude
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Calculating the final bone transformation for a skeletal animation

I have a simple model with a simple skeletal structure that I made in blender. Here's how it looks: And here's the hierarchy in blender: As you can see it has two bones: One that goes halfway up the rectangular box ("Bone"), that is completely…
Dan
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Houdini - Issue with skeletal Meshs and UV Maps

I'm having issues with skeletal meshes and UV Maps. Here is my model: Model screen capture The idea is to use the spheres as the pivot points and I don't want any deformation. Network screen capture This is my network, as you can see I have 3 bones…
Nicolas Roche
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Set bone rotations for Poseable mesh in local space

Greetings to everyone, Greetings to everyone. : ) I'm implementing a VR experience on UE4 that detects the movement of the VR experience user, and then updates the corresponding pose of the avatar or representation of the user inside the virtual…
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Skeletal animation, transformation multiplication

I have implemented a skeletal animation system where I seem to be missing one last detail for it to work properly. I have made an animation which only a part of the character has bones. In this image The stickman has a waving arm, but the arm waves…
toeplitz
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