Week 13 - Multi-bone skeletal animation support =============================================== .. post:: September 15 2022 :author: Shivam Anand :tags: google :category: gsoc What did you do this week? -------------------------- This week I fixed all the issues with skeletal animations, and we got to see our first render of skeletal animation :). - Implemented a hierarchical timeline system (i.e., one timeline for each bone, and the timeline will contain its parent timeline in a hierarchy). - I figured out that we don't need to apply the parent transform as we're applying it to the vertex data while forming the actor. So the skin matrix becomes ``SkinMatrix = InverseBindPose * BoneDeform`` where ``BoneDeform = CurrentBoneTransform * ParentBonetransform``. Here's a preview using the ``CesiumMan`` model: .. raw:: html What is coming up next week? ---------------------------- - Add tests for simple animation PR `#643`_. - Multiple actor support for skeletal animation. - Take a look at Morphing. Did you get stuck anywhere? --------------------------- - No, I didn't get stuck this week. .. _`#643`: https://github.com/fury-gl/fury/pull/643/