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Resolved

Lets get rid of SkinTransforms

description

The SkinTransforms information in importer/processor is actually redundant.
And what's more important, it affects AnimationController's ability to animate FBX models.
The .X importer and AnimationController should be re-designed so that they do not require SkinTransforms, but instead allow animation of models loaded via standard XNA importers (.X and .FBX).
 
In XNA, the bind pose is stored as the transform matrix of each bone, so there is no need for separate skin transforms like in D3DX.
 
To transform vertices into bone space, multiply them by the absolute transform of the mesh, followed by the inverse of the absolute transform of the bone
 
See this post on skin weights and skin transforms:
http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=900417&SiteID=1
 
David, what do you think of possibility of this modification?
Would you support it?
 
I can do this, but I need to coordinate this with you as it affects core classes.

comments

mnikonov wrote Nov 28, 2006 at 1:05 PM

I mean, do you approve it?

dastle wrote Nov 28, 2006 at 5:34 PM

It's worth a shot. I tried to do it before, but wasn't successful. This technique can cause some calculation errors too. I'll definitely try to implement it again though.

dastle wrote Nov 28, 2006 at 5:34 PM

If we can get it working, I definitely approve.

dastle wrote Nov 28, 2006 at 5:36 PM

Oh yeah, the probably reason why it wasn't working is because Microsoft's .X importer is very buggy, and didn't seem to correctly import bones.

dastle wrote Nov 28, 2006 at 5:37 PM

Blah, I hate not being able to edit comments - Don't implement this just now, because I'm currently working on a new animation data structure.

mnikonov wrote Jan 4, 2007 at 6:09 PM

Done

wrote Jan 4, 2007 at 6:10 PM

wrote Feb 14, 2013 at 8:40 PM

wrote May 16, 2013 at 10:34 AM

wrote May 16, 2013 at 10:34 AM

wrote Jun 14, 2013 at 8:13 AM