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.