That is correct.Skeletal animation by itself is a very simple concept, read on it on wiki or other sources. The implementation is also very simple, as long as you know your way around matrices and vector transformations (and if you don't, this is a good time to start reading!)
On Tue, Jun 3, 2014 at 7:09 PM, Francesco Corucci <firstname.lastname@example.org> wrote:
Thank you Chananya. So if my understanding is correct, what I have to do is to bring the model into another software more suitable for animation (such as blender), define the skeleton there, export the model in one of the formats supported by assimp, and try do do skeletal animation in my code exploiting assimp.Am I right?Thank you very much againFrancesco2014-06-03 17:54 GMT+02:00 Chananya Freiman <email@example.com>:
That said, vertex animations still exist on low-end platforms such as simple phones that don't support OpenGL ES 2, where you can't use shaders, and thus can't run it on the GPU. In this case, especially with the weak processors these platforms have, the cost of running skeletal animations might be greater than the cost of consuming more memory, especially since most of the models on said platforms are really low poly and have very little frames to begin with.2) The cost of running skeletal animation is negligible when running on the GPU, unlike olden days when it ran on the CPU and took a considerate chunk of the frame time.1) They consume way too much memory. Imagine a 20K triangle mesh duplicated over thousands of frames.These days the concept of vertex animations is almost never used for two reasons:Skeletal animations uses matrices in a hierarchy representing your model's "skeleton", and every vertex has information as to what matrices affect it, and how much they affect it (by using weights). This requires only a single frame of your geometry, which is usually called the bind pose (but many people call it in many different names, go figure), but it requires processing at real-time to do many matrix-vector multiplications.tl:dr answer: yes, skeletal animations are what you want.Long answer:Vertex animations means you hold N frames of your whole geometry, and you just select the correct one. This uses a lot of memory, but requires no processing at real-time.
There are two common (are there others?) ways to animate things. Vertex animations, and skeletal animations.
------Now, as to how to actually get this done, SolidWorks doesn't support any kind of animation (beside really primitive key'ing), so you will need to export your model to a modeling software (e.g. 3ds Max, Blender) and finalize the model there.
On Tue, Jun 3, 2014 at 6:17 PM, Francesco Corucci <firstname.lastname@example.org> wrote:
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