骨架计算

时间:2015-11-30 14:12:59

标签: c++ matrix directx-11 skeletal-animation skeletal-mesh

我试图在我的3D Enigne(DX 11)上实现骨架动画。剥皮部分工作正常,但骨基质转换几乎没有问题。我使用自制二进制格式,它基于Valve的SMD并且已经转换为左手坐标系(Y-Z交换)。所以有我的骨头到世界的代码:

for(int i = 0; i < Model->numJoints; i++)
{
    Bones[i].WorldPos = XMFLOAT3(0.0f, 0.0f, 0.0f);
    Joint tmpJoint = Model->joints[i]; //bind-pose bone data (translation + orientation)

    //Rotation matrix calculation
    XMMATRIX RotX = XMMatrixRotationX(-tmpJoint.orientation.x);
    XMMATRIX RotY = XMMatrixRotationY(-tmpJoint.orientation.y);
    XMMATRIX RotZ = XMMatrixRotationZ(-tmpJoint.orientation.z);

    //Rot * Translation
    XMMATRIX Local =  RotX * RotY * RotZ * XMMatrixTranslation(tmpJoint.pos.x, tmpJoint.pos.y, tmpJoint.pos.z);

    XMMATRIX tmp;
    if (Model->Skeleton.parentID[i] != -1)
    {
        Bones[i].global = Local * Bones[Model->Skeleton.parentID[i]].global;
    }
    else
        Bones[i].global = Local;

    XMVECTOR temp;
    XMStoreFloat3(&Bones[i].WorldPos, XMVector3Transform(temp, Bones[i].global));
}

    //line between 2 connected bones (aka skeleton)
    bonePoints[i] = Bones[i].WorldPos; //bone position in world
    bonePoints[i+1] = Bones[Model->Skeleton.parentID[i]].WorldPos; //parent bone position in world

正如您在下面的图片中看到的,计算出的骨架看起来变形了。 我认为旋转计算部分有问题,maby会错过一些额外的转置。我试图改变矩阵乘法顺序,但没有任何成功。

Original skeleton (3DS MAX)

Calculated skeleton (Engine)

0 个答案:

没有答案