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Happy bones animation
Happy bones animation









Should result in a vertex transformed exactly as this bone right?

happy bones animation

Multiplying every vertex affected by this bone by this offset Having bone transformation offset for frame X, Increment the frame for testing purposes NewVertexPosition = ( OriginalVertexPosition * matBoneTransformationOffset ) * matModelTransformationMatrix Calculate new vertex position according to it's bone transformation offset The model transformation matrix describing the position of the model in the level This whole model transformation matrix to place the object in correct position inside the level : Later on, when rendering, object vertices are going to be multiplied by exported bone transformation matrix for actual animation frame, and then multiplied by CALCULATING NEW VERTICES POSITIONS ( FINAL VERTEX POSITION AT FRAME X) What results should i expect after exporting this?Ģ. Will that be enough ? Or there is something i am missing here? Save matBoneTransformationOffset - vertex will be multiplied by this matrix for animation purposes Matrix3 matBoneTransformationOffset = matBoneMatrixAtStart * matBoneMatrixAtCurrentFrame Multiply Inversed Transformation Matrix of this bone at frame 0 - with current frame transformation matrix Matrix3 matBoneMatrixAtCurrentFrame = pNode->GetObjectTMAfterWSM( iFrame ) Grab transformation matrix for this bone at frame iFrame For each frame, export bone transformation offsetįor(int iFrame = 0 iFrame GetObjectTMAfterWSM( 0 ) Multiply 1 * 2 to get the transformation offset of the BONE at FRAMEx Grab BONE transformation matrix at FRAMEx Grab BONE transformation matrix at frame 0 Now do i understand correctly that while exporting the animated object i should: I would like to split this post into 2 points, where :ġ - Exporting bones matrices for every frame - treats about the correct method of exporting the bones positions for animationĢ - Calculating final vertex position - treats about proper matrices operations to calculate new vertex position according to bone transformation in frame X.ġ. Objects in our game are to be animated with 3DS Max Physique Modifier, so we will have bones / weighting data per vertex.

happy bones animation

Our Client decided to choose "Bones Animation" - which is that i should export each Bone Transformation Matrix ( Quaternion for rotation, Vector3 for translation ) for every frame. We are 'on final' when it comes to finishing the project, but just before implementing the animation system. Bones Animation - Matrices and calculations.











Happy bones animation