matrix concatenation for binding geometry to a skeleton
Actually i try to load in a .ma file in c++ using directX9 to render it. It is a skinned mesh. I never worked with maya since i am a programmer trying to code skinning... I choosed the .ma files cause theyre easy to understand...
So i did load in all informations i think i need ( the mesh, joint and skincluster nodes... ) I filled my vertex structure with the weigths and indices to the joints.. The problem now i have is how to concatenate the different matrices and/or informations ( at first to render the mesh in the bind pose ). In the joint node there is a translation (.t), a joint orient (.jo) and a bind pose (.bps) matrix derived. In the skinCluster node a bindPreMatrix (.pm) and a geomMatrix (.gm) Can anyone give me a hint / a formular on how maya works with these matrices / information ? Thanx Den :cool: |
:( :confused: :( :confused: :(
Um, why you try useing the actualy program, imstead of doing it all in C++. I dont like C++ any ways, im a Java man myself... hehe |
easy to understand....
First i tried to load in the directx ".x" format.... but, ok, it sounds strange, but the ".ma" format is easier to understand...
Actually, it seems like it runs... i just multiplied the bindPose Matrix with the bindPreMatrix... :) |
Hi Den,
sounds interesting... will try to dig for some info... :) regards Strarup |
strarup
Thanx... ! Would help me a lot... its easy to render the mesh in the bindpose but actually i couldnt find out a way to animate it...
i read in the correct rotation angles for the joints and a "dagPose" node but i dont know how to compute the right matrices....:confused: |
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