Re: [Algorithms] Representing Animation Key Frame with Quaternion + Translation Vector
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From: Cedric P. <mor...@pl...> - 2008-06-26 21:16:20
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Hi, Interesting topic, i am currently doing skinning and i would like to have some other point of views. I use similar technique from http://www.intel.com/cd/ids/developer/asmo-na/eng/172124.htm 1 - in the pre process i identify set of vertex by uniq transform set (eg v0 v1 and v2 are transformed by bone1 and bone2 with the weight1 and weight2). 2 - Then i have a flaten list of transform by vertex group to update each frame eg: so to have the final transform (in animation space) for the set of vertex ( v0, v1,v2) i have to collapse ( transform bone1 * w1 + transform bone2 *w2) 3 - Then in cpu or gpu i have to do only one matrix * the vertex. Because previous work computed the concatenation of matrix, it reduces the number of matrix needed in the vertex shader. the method is describe here, http://www.intel.com/cd/ids/developer/asmo-na/eng/172124.htm What do you think about that ? Cedric Jon Watte wrote: > Lim Sin Chian wrote: > >> Just wondering if anyone has done this before and whether it is really >> better in terms of performance and accuracy. >> > > I'm under the impression that everybody does that. Not only does it save > space (assuming you don't need scale), but it also interpolates much > better. Interpolating between two frames with a matrix looks pretty > crufty. The only thing to watch out for is to make sure you go the > "short way" around -- dot product the two quaternions, and if the > outcome is negative, negate all the values of the destination. > > To compose quaternions, you just multiply them. Because it's a > rotation-translation pair, if it's parent relative, then you apply the > parent rotation to the child translation, and then apply your own > rotation around that point. > > Sincerely, > > jw > > > ------------------------------------------------------------------------- > Check out the new SourceForge.net Marketplace. > It's the best place to buy or sell services for > just about anything Open Source. > http://sourceforge.net/services/buy/index.php > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:mor...@pl... http://www.plopbyte.net |