Week 11 - Multiple transformations support and adding tests =========================================================== .. post:: August 31 2022 :author: Shivam Anand :tags: google :category: gsoc What did you do this week? -------------------------- As decided last week, I added support for multiple animations at the same timestamp. But this didn't solve the animation problems of ``RiggedSimple`` model. - I figured out that I was not applying the global transform of joints in the skinning matrix causing the joints to move to a new position. I referred to this `answer by irradicator <https://www.gamedev.net/forums/topic/703803-gltf-skinning-matrix-calculation/>`_. - We had to invert the multiplication order (ie, ``np.dot(skin_mat, vertex)`` instead of ``np.dot(vertex, skin_mat)``) for this model. We still need to figure out from where we get the multiplication order of the two. .. raw:: html <iframe id="player" type="text/html" width="600" height="390" src="https://user-images.githubusercontent.com/74976752/187798821-7306cb13-dfc8-477c-8f86-1f5a6181f08a.mp4" frameborder="0"></iframe> - I also tried to create a custom Interpolator that does all calculations required for vertex skinning. However, we couldn't get this working. I got a few suggestions from Mohamed in our meeting, I'll try to implement those. - Added tests for animations. What is coming up next week? ---------------------------- - Adding more tests. - Fixing the Interpolator. - Order of multiplication in the skinning matrix. Did you get stuck anywhere? --------------------------- No, I didn't get stuck this week.