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why frame record absolute translate of a bone? http://horde3d.org/forums/viewtopic.php?f=1&t=1492 |
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Author: | noetic [ 08.04.2011, 11:51 ] |
Post subject: | why frame record absolute translate of a bone? |
i am studing horde3D and Ogre. In ogre, frame(animationtrack) record relative translate of a bone(joint) first: reset bone to origin postion then: blend and interpolate the frame then: bone new Local postion = bone origin local postion * frame postion then: compute bone world postion, soft or gpu skining In Horde 3D,i see first: bone new Local postion = frame postion then: compute bone world postion, soft or gpu skining See, both two method can drive skeleton move right. wo can get "horde frame postion = bone origin local postion * Ogre frame postion", as i found in "conventer project" So why design this not that? for performance, or any other detail? thank very much! |
Author: | MistaED [ 05.06.2011, 02:53 ] |
Post subject: | Re: why frame record absolute translate of a bone? |
Hi noetic, not too sure about that but I assume it is done like that to keep the horde scene graph very generic, so joints, lights, emitters, anything with a scene graph/node representation would be dealt with in the same manner, joints wouldn't be a special case here where you need to calculate the bind pose and then apply the delta and then the skinning on top, plus it would be cheaper CPU-side wouldn't it? I'm not familiar with Ogre so I can't comment on this further. |
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