Hi,

I have a question about skinning in osg; 

I am looking at the skinning exemple, and it is pretty simple : you have bones 
and their "Inverse Bind Matrix" (in skeleton space), a mesh ( "TesselatedBox" ) 
and an InfluenceMap to bind the mesh on the skeleton (with weights). Then, when 
an animation is launched, the mesh moves depending on bones' animation.

I have made some research about linear blend skinning, and there is a formula 
used to calculate the new position of each vertex depending on bones. This 
formula implies the bindmatrix, the influence of bones (depending on their 
weight), etc. In the exemple (skinning), we specifies parameters (weight map, 
bind matrix) and the mesh position is calculated automaticaly ( I suppose the 
LBS formula is implemented somewhere, but I haven't seen it).

My problem is that I want to implement dual quaternion skinning instead of 
linear blend skinning (i.e. : calculate the positions of vertex depending on 
bones with a different formula, but with (pretty much) the same parameters).

Is there a way to do this ? At first I thought of using custom callback instead 
of updateBone, but I don't think this is a solution since the problem is not 
the update of the bone but the update of the mesh attached to it.

Thanks a lot for taking the time to help me !

Emilie

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http://forum.openscenegraph.org/viewtopic.php?p=27987#27987





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