如何围绕自身旋转蒙皮模型的骨骼而不是模型的原点?
在SkinningSample
中,当我旋转花花公子的前臂时,它围绕看似模型的原点旋转。如果可能的话,我想围绕自己的起源旋转骨骼。
GetSkinTransforms()
的说明:
“获取相对于蒙皮的当前骨骼变换矩阵 绑定姿势。“
所以我怀疑这可能是问题所在。有谁知道如何将这些转换转换成他们需要的东西?
以下是SkinningSample
的一部分。
float rotation = 0;
protected override void Update(GameTime gameTime)
{
HandleInput();
UpdateCamera(gameTime);
animationPlayer.UpdateWorldTransforms(Matrix.Identity);
animationPlayer.UpdateSkinTransforms();
Matrix RotationTransform = Matrix.CreateFromYawPitchRoll(rotation, 0, 0) ;
animationPlayer.GetSkinTransforms().SetValue(RotationTransform, 34);
rotation = rotation + .1f;
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice device = graphics.GraphicsDevice;
device.Clear(Color.CornflowerBlue);
Matrix[] bones = animationPlayer.GetSkinTransforms();
// Compute camera matrices.
Matrix view = Matrix.CreateTranslation(0, -40, 0) *
Matrix.CreateRotationY(MathHelper.ToRadians(cameraRotation)) *
Matrix.CreateRotationX(MathHelper.ToRadians(cameraArc)) *
Matrix.CreateLookAt(new Vector3(0, 0, -cameraDistance),
new Vector3(0, 0, 0), Vector3.Up);
Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4,
device.Viewport.AspectRatio,
1,
10000);
// Render the skinned mesh.
foreach (ModelMesh mesh in currentModel.Meshes)
{
foreach (SkinnedEffect effect in mesh.Effects)
{
effect.SetBoneTransforms(bones);
effect.View = view;
effect.Projection = projection;
effect.EnableDefaultLighting();
effect.SpecularColor = new Vector3(0.25f);
effect.SpecularPower = 16;
}
mesh.Draw();
}
base.Draw(gameTime);
}
答案 0 :(得分:0)
您必须转换boneTransform而不是skinTransform。我刚刚在AnimationPlayer类中创建了另一个方法来允许这种操作:
public void TransformBone(Matrix BoneAlteration, int BoneID)
{
boneTransform[BoneID] = BoneAlteration * bindPose[BoneID];
UpdateWorldTransforms(Matrix.Identity);
UpdateSkinTransforms();
}
因此,如果我想旋转骨骼,我会调用此方法来创建正确的skinTransformation矩阵。这假设其他boneTransforms设置在正确的位置。我还认为如果你想围绕已经旋转的骨骼旋转,你可以用boneTransform替换bindPose。