You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I am using D3D to render the model, and when I try to do bone animations, I only need a bone ID array called boneID, where boneID [index] represents the parent node of the index bone, and I also need the transformation matrix for each bone.
I only need these two things to render the skeleton animation, but Asiimp cannot directly obtain the skeleton ID array. When I tried to obtain such an array, I found that I needed to piece together the bone in the mesh and the aiNodeAnim in the animation. I needed to shape a multi tree based on the mesh name, and the order of bone arrangement may not be correct.
Why can't we directly provide int boneIDs [] and XMFLOAT4X4 toParentMatr []?
reacted with thumbs up emoji reacted with thumbs down emoji reacted with laugh emoji reacted with hooray emoji reacted with confused emoji reacted with heart emoji reacted with rocket emoji reacted with eyes emoji
-
I am using D3D to render the model, and when I try to do bone animations, I only need a bone ID array called boneID, where boneID [index] represents the parent node of the index bone, and I also need the transformation matrix for each bone.
I only need these two things to render the skeleton animation, but Asiimp cannot directly obtain the skeleton ID array. When I tried to obtain such an array, I found that I needed to piece together the bone in the mesh and the aiNodeAnim in the animation. I needed to shape a multi tree based on the mesh name, and the order of bone arrangement may not be correct.
Why can't we directly provide int boneIDs [] and XMFLOAT4X4 toParentMatr []?
Beta Was this translation helpful? Give feedback.
All reactions