Week 12 - Adding skeleton as actors and fix global transformation#

What did you do this week?#

  • I started this week by fixing the segmentation fault for the skinning test. I could not fix this as of now.

  • I imported the RiggedFigure model into the Blender and I was quite impressed with how it visualizes each bone. So, I created a function that creates an arrow actor in place of a bone, and by applying the correct transformation, we get the bones of a model in place. Here’s a quick preview of bones in Blender vs bones in FURY:

https://user-images.githubusercontent.com/74976752/189194609-e55f6285-b5ed-4eb3-9e78-5fb462fb2dee.png https://user-images.githubusercontent.com/74976752/189195853-5b1f8945-9822-48f5-8d55-f13e822a43a7.png
  • After having the bones actor, I noticed that some bones are not aligned correctly. It was happening due to multiplication of the same transformation matrix twice.

  • I also created a function that calculates the total transformation of a node, it eliminates the need to use timeline.get_value in get_skin_timeline function.

What is coming up next week?#

  • It seems like I fixed everything, but we are not getting the correct model at timestamp 0. We need to find the cause and fix it!

  • Cleaning the Simple Animation PR #643, and merging it.

Did you get stuck anywhere?#

  • While applying the timeline, we were getting the identity matrix for timestamp 0.0s, it was set to a new value before. We figured this in our meeting that it’s happening due to some model’s animation not starting from 0.0s.