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**Bones / [SOLVED]Transformation problem**

« **on:**April 02, 2012, 03:21:48 pm »

I try to make animations with the vertex shader using the transformation matrices calculated by bones.

Unfortunately I get enough strange animations.

I guess it comes from the fact that your calculation result is stored in the matrices JPCT.

But OpenGL expects to have an OpenGL matrix.

Are the two types of matrices compatible? Otherwise How can I convert the jpct matricx to openGl matrix without going through the method transforGL() of the JPCT class Matrix ?

To tell you the context, the treatment that you do in applySkeletonPose (animate3d class) I did it for my part in the VertexShader.

If I understand your algorithm, you apply the transformations on the mesh which is the previous animation, unlike me where the mesh is still bindPose. What should i do on the palette array to obtain the changes since the bind pose.

Unfortunately I get enough strange animations.

I guess it comes from the fact that your calculation result is stored in the matrices JPCT.

But OpenGL expects to have an OpenGL matrix.

Are the two types of matrices compatible? Otherwise How can I convert the jpct matricx to openGl matrix without going through the method transforGL() of the JPCT class Matrix ?

To tell you the context, the treatment that you do in applySkeletonPose (animate3d class) I did it for my part in the VertexShader.

If I understand your algorithm, you apply the transformations on the mesh which is the previous animation, unlike me where the mesh is still bindPose. What should i do on the palette array to obtain the changes since the bind pose.