Week 13 - Multi-bone skeletal animation support#

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:

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.