joint & bone - opengl , vc++


#1

hello…

i’m trying to make my model move thru opengl
and i now having problm regarding JOINT.

i believe that i need to put ‘joint’ into my model first before i can animate it.
however, i don’t know how to.
s/b told me that it’s just a rotation.
however, i still can’t really figure out how to do.

any1 know where i can find a good tut of how to insert ‘joint’ into my model and animate it?
i’ve tried a day looking for it thru google. but still couldl’t find any useful one that i can mmake use of.

really appreciate for any suggestion.
Tom


#2

This might not answer your question, but I think gamasutra would be a good place to look.

The basic idea behind joints/skeletal animation is that you have a bunch of geometry and a skeleton that controls it. To animate the mesh, you just move the skeleton.

In terms of actually implementing it, I’d check gamasutra for a better writeup, but here’s a rough outline. It’s important to put the model into a neutral pose for placing the skeleton. Then, from that pose, you can see which bones affect which parts of your geometry. I really simple way to do it is for each point in your geometry, see which joint it’s closest to. Then, when you move the joints in the skeleton, take the transformation that’s applied to the bone and apply it to the points in the geometry that it affects.

There are much smarter ways of choosing which bones affect which geometry, such as a linear falloff, gaussian falloff, or just painting weights.

Stuff. Again, check gamasutra.


#3

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.