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Thread: VisualScene Nodes and Bone Heirarchy

  1. #1
    Junior Member
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    Apr 2008
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    VisualScene Nodes and Bone Heirarchy

    Hi, all, just a quick question about the node heirarchy when defining a skeleton. I'm taking a look at the 'root' node in a skeleton, and calculating the matrices down from the root node, through the children, ie, ParentMatrix * <node matrices>. After calculating the node transform tree, I'm recursing back down through this tree and calculating the origin of the local co-ordinate matrix, ie, LocalAccumulatedMatrix * [0, 0, 0]. When I attempt to draw lines from parent to child, the skeleton appears completely wrong.

    Am I interpreting the visual scene node structure incorrectly? I'm assuming passing the node heirarchy of a skeleton, and simply calculating the accumulated matrices, will result in the bind pose matrices of the skeleton?

    Is this correct, or I'm missing something?

  2. #2
    Senior Member
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    Which tool do you get the data from?

  3. #3
    Junior Member
    Join Date
    Apr 2008
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    Hi, Remi, thanks for your reply.

    I'm just using the test model data at the moment - the seymour.dae model. I tracked down the problem to a minor misplaced multiplication.

    Also, are you aware of any videos showing the seymour skeleton during animation? This would be pretty handy for testing purposes during file format test parsing.

  4. #4
    Senior Member
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    you can do this loading the model in COLLADA RT. Better than a video

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