Week 13 - Multi-bone skeletal animation support

xtanion
Published: 09/20/2022

What did you do this week?

This week I fixed all the issues with skeletal animations, and we got to see our first render of skeletal animation :).

  • Implemented a hierarchical timeline system (i.e., one timeline for each bone, and the timeline will contain its parent timeline in a hierarchy).

- I figured out that we don't need to apply the parent transform as we're applying it to the vertex data while forming the actor. So the skin matrix becomes SkinMatrix = InverseBindPose * BoneDeform where BoneDeform = CurrentBoneTransform * ParentBonetransform.

Here's a preview using the CesiumMan model:

What is coming up next week?

  • Add tests for simple animation PR #643.
  • Multiple actor support for skeletal animation.
  • Take a look at Morphing.

Did you get stuck anywhere?

  • No, I didn't get stuck this week.
DJDT

Versions

Time

Settings from gsoc.settings

Headers

Request

SQL queries from 1 connection

Static files (2312 found, 3 used)

Templates (11 rendered)

Cache calls from 1 backend

Signals

Log messages