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Latest matrices Activity

Skeletal animation: Rotating left and right arm gives different results

Thank you for helping me understand and providing an insightful response once again!

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Combining translation & rotations and per-frame rotations

snoken said:
I am confused on how you are supposed to combine these matrices

The normal standard order for transformations is T.R.S. I'm unsure if BVH follows this however.

For BVH and the rotations order, it seems to be Y,X,Z: https://research.cs.wisc.edu/graphics/Courses/cs-838-1999/Jeff/BVH.html

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Simply trying it may give a faster answer than waiting for someone to answer the question.

Try to figure out what you see as the most likely correct solution, and build it in a small scale. If it works, you're done. If it fails you learned your idea was wrong, try to figure out what is wrong, correc…

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@Aressera I just noticed that Blender is X+ right, Z+ up and Y+ into the screen (away from the viewer). One thing that I'm really confused about is that the mesh and animation I downloaded from Mixamo is X+ right, Y+ up and Z- into the screen, so essentially right-handed. When I load it into Blende…

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cgdev
April 07, 2023 07:16 AM

use the inverseBindMatrices to transform the v1 in object space into the joint space:

v2 = inverseBindMatrices * v1

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