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Blended Vertex and Skinning

Started by July 24, 2018 04:05 AM
1 comment, last by Hodgman 6 years, 6 months ago

Howdy!

I was wondering let's say you have a mesh and the most blended vertex is attached to 4 bones (and so 4 weights that aren't 0 or 1).

So the rest of the mesh vertices are also attached to 4 bones. However let's say one vertex is only attached to 1 single bone, so it has a 1.0 weight.

What other 3 bones do you attach that vertex to?
1. The root bone with 0.0 weights? Or;
2. attach it to -1 ('no bone') and then use if() statement in hlsl for the transformation calculation?

Thanks for your input!

Attach it to any bone whatsoever with zero weight. Let the shader code run -- it will multiply by zero and have no effect on the output. To optimize, set it to the same bone that's already been used, so the same bone matrix is requested from memory 4 times.

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