Friday, January 10, 2025
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transformation – Place digicam to ‘head’ joint’s place in skeletal animation


Completed this nice tutorial on skeletal animation:
https://learnopengl.com/Visitor-Articles/2020/Skeletal-Animation

All works as anticipated, no points!

Here’s what matrixes I exploit to attain skeletal animation:

ModelMatrix: mannequin matrix of the participant’s mannequin, which brings the vertex from mannequin house to world house.
InverseBindMatrix (offset matrix within the tutorial): brings the vertex from mannequin house to bone house.
FinalBoneMatrix: which is the transformation of the present animation pose, handed to vertex shader. Mixed with the ModelMatrix, it offers the posed vertex place in world house.

As a subsequent step, I want to place the digicam to the ‘head’ joint’s place.

I believed it might be merely:

vec3 headPosition = ModelMatrix * FinalBoneMatrixes["head"][3]; //col 3 is the interpretation half in 4x4 column main matrix.

however that simply place the digicam into the abdomen of the participant mannequin. Minimal offsetting comes by, however clearly the digicam just isn’t on, and does not comply with the pinnacle joint’s place.

I’ve all the information in place, and I believed that I understood the concerned transformations, however appears not the case.

May any individual describe the sequence of transformation required to get joint/bone positions in world house?

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