我在创建骨骼动画时遇到麻烦,我的模型转换不正确
void Animation(glm::mat4 a[])
{
float Factor= fmod(glfwGetTime(),1.0);
for(int b=0;b<BoneList.size();b++)
{
Bone *BoneT = &BoneList[b];
aiMatrix4x4 temp = inverse;
while(BoneT)
{
aiVector3D sc= BoneT->ScaleFrame[0] + (Factor * (BoneT->ScaleFrame[1] - BoneT->ScaleFrame[0]));
aiMatrix4x4 S=aiMatrix4x4();
S[0][0]=sc.x;
S[1][1]=sc.y;
S[2][2]=sc.z;
aiVector3D tr= BoneT->LocFrame[0] + (Factor * (BoneT->LocFrame[1] - BoneT->LocFrame[0]));
aiMatrix4x4 T=aiMatrix4x4();
T[0][3]=tr.x;
T[1][3]=tr.y;
T[2][3]=tr.z;
aiQuaternion R;
aiQuaternion::Interpolate(R, BoneT->RotFrame[0], BoneT->RotFrame[1], Factor);
R = R.Normalize();
temp*=BoneT->NodeTransform*(T* aiMatrix4x4(R.GetMatrix()) * S );
BoneT=BoneT->BoneParent;
}
temp*=BoneList[b].offset;
temp.Transpose();
ai_to_glm(temp,a[b]);
}
}
im创建一个Temp aiMatrix4x4来保留asimp矩阵的乘法顺序,然后使用函数将aiMatrix4x4转换为glm :: mat4:
void ai_to_glm(const aiMatrix4x4 &from, glm::mat4 &to)
{
to[0][0] = from[0][0];
to[0][1] = from[0][1];
to[0][2] = from[0][2];
to[0][3] = from[0][3];
to[1][0] = from[1][0];
to[1][1] = from[1][1];
to[1][2] = from[1][2];
to[1][3] = from[1][3];
to[2][0] = from[2][0];
to[2][1] = from[2][1];
to[2][2] = from[2][2];
to[2][3] = from[2][3];
to[3][0] = from[3][0];
to[3][1] = from[3][1];
to[3][2] = from[3][2];
to[3][3] = from[3][3];
}
我注意到,如果我从函数中删除了翻译矩阵,则模型看起来应该更接近
蒙皮是在着色器中完成的
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 Tpos;
layout (location = 2) in ivec4 Bones;
layout (location = 3) in vec4 Weight;
uniform mat4 view;
uniform mat4 proj;
uniform mat4 LocRot;
uniform mat4 Test[8];
out vec3 vertexColor;
out vec2 TextCoord;
void main()
{
mat4 BoneTransform = Test[Bones.x]* Weight.x;
BoneTransform += Test[Bones.y] * Weight.y;
BoneTransform += Test[Bones.z] * Weight.z;
BoneTransform += Test[Bones.w] * Weight.w;
gl_Position = proj * view *LocRot* BoneTransform *vec4(aPos, 1.0);
vertexColor = vec3(1,1,1);
TextCoord = Tpos;
}
并且需要制服
for(int i=0; i<4;i++)
{
glUniformMatrix4fv(glGetUniformLocation(ActiveShader->ID, "Test[0]")+i, 1, GL_FALSE, glm::value_ptr(AnimMatrix[i]));
}
我知道的是: -逆矩阵是恒等矩阵,它现在对该模型没有任何作用。
-某些权重之和不等于1.0,但我认为这不是问题
-更改矩阵乘法顺序无法解决
模型已创建并在Blender中导出
链接到模型https://send.firefox.com/download/fe0b85d3f4581630/#6S0Vr9EIjgLNN03rerMW0w
我敢打赌,ai_to_glm函数在这里有问题,但我不确定。
编辑:我注意到旋转也发生了翻转,如图所示,但是将其乘以inverseai(倒置的根骨转换)则无济于事。
更新:我在转换之前先转换了asimp矩阵,它解决了大多数问题,但是偏移量和父代继承被错误了
答案 0 :(得分:0)
在没有任何怀疑之前,我不知道我的帐户在堆栈溢出时,我从我的真实帐户中回答了这个问题
要解决此问题,它需要执行多项操作:
迭代骨骼和分配孩子/父母使用不稳定的指针并被破坏,在解决它之后,它修复了主要问题
我的ai_to_glm错误,并用
替换后glm :: mat4 ai_to_glm(aiMatrix4x4 *从) { glm :: mat4到= glm :: mat4(1.0f); 到[0] [0] =(GLfloat)从-> a1;到[0] [1] =(GLfloat)从-> b1;到[0] [2] =(GLfloat)从-> c1;到[0] [3] =(GLfloat)从-> d1; 到[1] [0] =(GLfloat)从-> a2;到[1] [1] =(GLfloat)从-> b2;到[1] [2] =(GLfloat)从-> c2到[1] [3] =(GLfloat)从-> d2; 到[2] [0] =(GLfloat)从-> a3;到[2] [1] =(GLfloat)从-> b3; to [2] [2] =(GLfloat)from-> c3; to [2] [3] =(GLfloat)from-> d3; 到[3] [0] =(GLfloat)从-> a4;到[3] [1] =(GLfloat)从-> b4; to [3] [2] =(GLfloat)from-> c4;到[3] [3] =(GLfloat)从-> d4; 还给; };
这样做之后,它就固定了