Skin and Bones
Spent last week working on the fun math of skin and bones animation. My job on this was to get the skin actually updating to follow the bones which may sound easy... Trust me, it isn't.
Here's a shot from about day 3 (of 7 total) - FPS is a bit low due to naive frame by frame updating of the skin:

My first implementation worked from a Bone perspective, grabbing each bone and updating the associated vertices. This was fast and worked ok, but had a few small issues. It also wasn't compatible with more future looking solutions such as doing the skin calculations on the card instead of the CPU. So, on day 7 I flipped the class structure to a Vertex perspective and I'm happy to say things are working quite well now.
Mark meanwhile worked out more Collada stuff, particularly loading the animation keyframes and putting together a controller similar to jME's joint controller to get those bones moving. The combined result looks great. :)
Labels: work

