#Incorrect Skeletal Animation Results

25 messages · Page 1 of 1 (latest)

hexed yoke
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As you can see in the attached image, when translation and rotation values are applied to joint local transformations, the result becomes completely deformed.

Any advice or help is welcome.

I have deduced that the calculation of global transformations and subsequently the joint matrix works correctly and thus the error most certainly occurs at load–time.

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More specifically, the issue seems to be with loading rotations.

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I don't have time to write the rest so I'll continue this later sorry

hexed yoke
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Alright

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first question: does GLTF have any odd rules when loading from a vec4 buffer?

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e.g. empty buffer memory between elements

runic iron
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Issues like that are best investigated by using a test model that's simple enough to examine directly

runic iron
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Just make one

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It can literally be like one cube with a bone

hexed yoke
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okay

jade hull
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Or a triangle with a single moving vertex

hexed yoke
runic iron
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Yeah

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Moc's idea is good too, even easier to debug

hexed yoke
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okay

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but

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how do you make a single triangle in blender 😭

hexed yoke
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Okay

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Single triangle test worked

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most likely an inheritance problem

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that I think is occuring at loadtime

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actually inheritance seems to work just fine

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but it's showing 3 bones instead of 2 which is alarming