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Thread: WorldSpace/LocalSpace problem with skinning implementation

  1. #1
    Junior Member
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    Jul 2012
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    3

    WorldSpace/LocalSpace problem with skinning implementation

    Hello,

    I have a similar problem to this topic :
    viewtopic.php?f=12&t=1412&hilit=rotation

    I followed the skinning formula from COLLADA 1.4.1 document and used it for a simple animated cylinder.

    My problem is that all rotations of joints are applied from the origin of the world instead of the origin of each bone. So I think that I have a problem of WorldSpace/LocalSpace coordinates but I cannot figure out where since I followed the formula and my matrices seem correct.

    I followed the waZim's tutorial : http://www.wazim.com/Collada_Tutorial_2.htm#Second_Part so I did (v*BSM) and (IBMi*JMi) then (v*BSM)*(IBMi*JMi) (but I don't think that's important)

    If someone has any idea where I did a mistake it would really help me.

    I precise that my .dae is correct since the ASSIMP viewer can load the animation correctly.

    Thank you for your time.

  2. #2
    Junior Member
    Join Date
    Jul 2012
    Posts
    3

    Re: WorldSpace/LocalSpace problem with skinning implementati

    I hope someone will be able to help me. Is there at least anyone with the same problem, please?

    I just add that I do the concatenation of the parent's matrix like that :
    currentWorldMatrix = currentKeyFrameTransform * ParentWorldMatrix;
    (but I think it's the right way to do it, right?)

  3. #3
    Junior Member
    Join Date
    Jul 2012
    Posts
    3

    Re: WorldSpace/LocalSpace problem with skinning implementati

    I found the solution.
    Actualy it was just a scale issue, in fact the application where I try to import animation use millimeter as unit for all geometries when my .DAE was in centimeter. So I just multiply translation by 10 and the problem was solved.

    (I hope my messages are understable because I'm french and I'm sure about my english level.)

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