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Thread: Can't use the Inverse Bind Matrix correctly

  1. #1
    Junior Member
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    May 2013
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    Can't use the Inverse Bind Matrix correctly

    Hi. When i am doing my animation i take the inverse bind matrix that I am given and multiply it by the animation for the bone, by the bind shape matrix by the vertex by the world view projection matrix. If I use the matrix that I get from the inv_bind_matrix source, the meshControllerMatrix, I don't get anything in my viewer. However, if I just take the inverse of the bone given by the node specification in the visual scene branch, then I do get animation but it seems to be scaled wrong. instead of staying in place and rotating on the x axis, it swings about a translation in the same general direction but moves all over the place. When I use the inv_bind_matrix though nothing shows up. Can I be missing a step?

  2. #2
    Junior Member
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    May 2013
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    Why is it I get animation, albeit skewed when I take the inverse of the node specification for the bone and use it for the inv bind matrix, but nothing when i use the matrix from the controller?

  3. #3
    Junior Member
    Join Date
    May 2013
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    3
    I reexported a new model and its bone times the inverse bind matrix was very close to the identity matrix and now everything works. Don't know what was wrong with the original

  4. #4
    Junior Member
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    Aug 2013
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    1
    I am writing the section exporter in Matlab and thus can't leverage the dom C functions easily.

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