Use GL_MATRIX_PALETTE_OES for Skeletal animation
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Use GL_MATRIX_PALETTE_OES for Skeletal animation
Will SDK use GL_MATRIX_PALETTE_OES for skeletal animation implement ?
I think that may be more faster. What is your opinion ?
I think that may be more faster. What is your opinion ?
soniccat- Posts : 10
Join date : 2009-07-15
Re: Use GL_MATRIX_PALETTE_OES for Skeletal animation
The quaternion to matrix will cost alot on a large scale on CPU... but if you are interested to dig deeper than I did... be my guest
Cheers,
Cheers,
Re: Use GL_MATRIX_PALETTE_OES for Skeletal animation
I looked "10 MatrixPalette" example in oolong engine, and it works ))
That all what i know about it.
I tryed build easy 3d model with bones and animation in 3ds max and export it in .pod scene. In programm animation worked with that GL_MATRIX_PALETTE_OES.
Now i don`t want dig in that thing, may be later . i will email you if i have result.
That all what i know about it.
I tryed build easy 3d model with bones and animation in 3ds max and export it in .pod scene. In programm animation worked with that GL_MATRIX_PALETTE_OES.
Now i don`t want dig in that thing, may be later . i will email you if i have result.
soniccat- Posts : 10
Join date : 2009-07-15
Re: Use GL_MATRIX_PALETTE_OES for Skeletal animation
Having that implementation isn't everything you need to have also an NLA system that is in place that also respond to your physic world... so you'll have alot of coding in front of you to implement that inside the PowerVR MBX SDK...
In the other hand SIO2 gives you the best of both world taking all the quality of MD2 & MD5 format and bundle it for you in a "ready-to-use" solution optimized for the iPhone and iPod Touch... from there its up to you to figure out is SIO2 is really appropriate for your needs
In the other hand SIO2 gives you the best of both world taking all the quality of MD2 & MD5 format and bundle it for you in a "ready-to-use" solution optimized for the iPhone and iPod Touch... from there its up to you to figure out is SIO2 is really appropriate for your needs
Re: Use GL_MATRIX_PALETTE_OES for Skeletal animation
Hmm... that really cool ).
But how i can update my collision model ( RigidBody or other ) for skeletal model when it in animation?
1) Do i must recreate rigidBody every frame (i think that unreal work for little iPhone) ?
2) Or do i must associate unvisible primitive with every bone? Then calculate bullet physic model for that primitives. And when model mesh in animation i will update RigidBodyes ( or other ) through elemental operation ( rotate and move ).
But how i can update my collision model ( RigidBody or other ) for skeletal model when it in animation?
1) Do i must recreate rigidBody every frame (i think that unreal work for little iPhone) ?
2) Or do i must associate unvisible primitive with every bone? Then calculate bullet physic model for that primitives. And when model mesh in animation i will update RigidBodyes ( or other ) through elemental operation ( rotate and move ).
soniccat- Posts : 10
Join date : 2009-07-15
Re: Use GL_MATRIX_PALETTE_OES for Skeletal animation
I have a 3d man model with skeletal animation. I want catch collision with that model and other.
For example, man raises left hand. I want cath collistion with that hand ( and other man parts of course ) on any animation frame.
I think that when man animate i must update physic model for him.
For example, man raises left hand. I want cath collistion with that hand ( and other man parts of course ) on any animation frame.
I think that when man animate i must update physic model for him.
soniccat- Posts : 10
Join date : 2009-07-15
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