Saturday, November 23, 2024
HomeGame Developmentskeletal animation - Assimp bone rework storage

skeletal animation – Assimp bone rework storage


As part of enhancing my customized engine, I have been just lately making an attempt to combine it with the assimp library which is able to permit me to load just about any asset. My foremost concern is about animated meshes and the storage of bone transforms.

I discovered that assimp shops skinning knowledge per mesh. For instance, there isn’t any strategy to entry the bone offset matrices if you don’t iterate on the meshes of the scene. I discover that completely bizarre and counter-intuitive.

What if there are a number of animated meshes utilizing the identical armature. The skinning knowledge (vertex weights and indices) needs to be totally different BUT the precise bone data (identify and offset matrix) needs to be the identical. I imply actually even the order of the bones on each mesh needs to be the identical.

I constructed my engine in order that bind/inverse bind matrices are saved per joint. However now I’m confused. Is there one thing that I’m lacking utterly which makes is critical to permit for various bone transforms per mesh that use precisely the identical joints?

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