Latest SkeletalAnimation Activity
I fixed it. When I write the global bind pose matrix to the file, I got mixed up the column and row of the fbx matrix. That was the problem. Here's the video of my program which facilitates my game https://www.youtube.com/watch?v=I9bjj29qaIA
_Silence_ said:
Also, in general assimp tends to add its own bones during the import, so what you have is a bit strange.
Far more likely it's the exporter adding the leaf bones (Blender has some weird settings by default), not the Assimp importer. I would reimport it into your modeling tool and check…
@joej So.. scrolling through my geometry loader I found an innocent looking line of code I had forgotten about.
finalVertex.z *= -1;
POOF everything is now working fine ?
Will go cry for a bit, I'll be fine.
I’m working on ‘retargeting’ my skeleton so that it can be used with different animations. Well, to be more precise, I’m actually retargeting the animation data.
I’ve downloaded a few of the Mixamo animations to test with and I can render them fine with the skeleton that comes with it (I’m using COL…
I applied my lackluster reverse-engineering skills and found out that quaternions in rotation keyframes are stored as four signed 16-bit numbers. They are converted to floating-point quaternions by multiplying each component by 0.000061038882f (== 1.0f / 16383.0f).
Now I have to figure out how this …