![]() ![]() Stand up straight and rotate your hip so you look left. The easiest way is to just visualise yourself. So you can see why it is important to understand what you are doing. And there a few other uniform matrices that need to be defined for each skeleton. You will need an array of uniform matrices to describe the joint matrices. You will need some extra vertex attributes to describe the weights and which joints these weights refer to. Once you understand the technique, you have to think about how you are going to implement it. Take a look here at the section titled "Skin Deformation (or Skinning) in COLLADA" For a more precise outline of the technical aspects I recommend reading the COLLADA specification's programming guide which gives a good description. That's the basic outline but the actual joint transformations must be performed in "joint space" which complicates things a bit. The position of the vertex is determined as a linear combination of the transforms of each of the joints based on the weighting. #Java lwjgl oscillating motion skin#Each vertex of the skin has a weighting for each joint which determines how biased it is to that joint.Define the matrices to describe the shape of the skeleton.Each joint has a matrix associated with it.You have a skeleton comprised of several joints.What I would say is that much better to understand the technique properly because your implementation is going to depend a lot on what you've got already. If you want more accurate movement with varying acceleration (right now your acceleration is constant and 0, cuz speed is constant), then you should check out methods such as Euler integration, Runge-Kutta integration or (prefereably) Verlet integration (because it +-conserves energy).So firstly skeletal animation is not a "simple animation" technique. Where normalize(target-currentPos)*speed is direction vector scaled by speed, thus velocity vector.īoth methods are useful in different scenarios - first is related to Tweening, second is related to physics simulation (but doesn't generalize well in current form). moveTo(currentPos, target, speed, dt) => currentPos + normalize(target-currentPos)*speed*dt On the other hand when you want to apply motion in one tick of your physics simulation and you know, that the velocity is constant, then simply ds = v*dt (delta movement is velocity times delta_time of the physics). It's good in scenarios, when you have a "keyframe" for A, B and want to interpolate between them (like in blender for example). This method returns absolute position at given time t of the movement, assuming that the object has uniform motion. Doing t/timeTotal = t / (distance(target,source)/velocity) gives you a fraction in range that you then use, to lerp from A to B: position(A, B, speed, t) => lerp(A,B, t/(distance(A,B)/speed)) This should then have a signature position(source, target, speed, t).įrom source and target you derive distance, speed is your constant, and then you determine your timeTotal=s/v (how long it takes to travel from A to B). If it's meant to determine the position on a segment, then it has to ask "at what point in time?" and be called getPosition - not moveTo, because it deosn't tell the object to move - it answers where would it be at given time. T = s/v = distance(targer,source)/velocity - answering "what's the total time it will take for object to move from source to target?". You want v = const and you know distance s = distance(target, source), hence you have Your question is not about lwjgl or implementation. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |