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0 votes
1 answer
115 views

Inside Maya, I have a point in 3D that was deformed using Linear Blend skinning. I also have access to the joints in their current pose and in their bind pose as well as the weight values. I would ...
MyHornCanPierceTheSky's user avatar
1 vote
1 answer
128 views

I am generating glTF files from model data in a different, obscure format. I have my joints set up and the inverse bind matrices seem to work when I have no animation tracks. The model, without ...
Karai17's user avatar
  • 943
2 votes
1 answer
185 views

I am exploring importing models from gltf files. I was able to render the mesh directly, and in the next iteration I am able to render a skinned model. I am creating a tree of nodes (so the ancestry ...
Lovro's user avatar
  • 185
3 votes
0 answers
340 views

Recently I have been trying to implement assimp into Frank Luna's basic dx12 engine as part of my learning. I have had real trouble getting the matrix mathematics working correctly, and have hit a bit ...
Gregm8's user avatar
  • 31
1 vote
0 answers
253 views

I have some models and skinning matrices for these models that works in WebGL (the animation and skinning deforms correctly). However, I have tried to replicate this using the FBX SDK/similar ...
Monteven's user avatar
2 votes
1 answer
1k views

I'm trying to implement skeletal animation using gltf 2.0 assets. I'm currently able to transform the skeleton and correctly render the model. The model moves as expected when a transform (for exmaple ...
Tomáš Král's user avatar
1 vote
1 answer
209 views

I'm trying to render a model of a hand in a 3D space based on the positions given by the XrHandJointLocationEXT array from the XR_EXT_hand_tracking extension. I am using both GTLF hand models from ...
bl4ckb0ne's user avatar
  • 1,277
1 vote
0 answers
187 views

Basically I am working with Rigged 3D Model imported from Blender. I want to map my Posenet cords with model's bone so as I move my arm, model's arm is also moved similarly. I am able to access the ...
Syedah Nawal Munif's user avatar
0 votes
1 answer
108 views

Consider the following minimal reproducible example: public class Launcher extends Application { public static final double SCENE_SIZE = 500; @Override public void start(Stage ...
Maxim's user avatar
  • 398
1 vote
1 answer
596 views

I recently implemented vertex skinning in my own Vulkan engine. Pretty much all models render properly, however, I find that with Mixamo models, I get skinning artifacts. The main difference I found ...
Chris's user avatar
  • 61
4 votes
2 answers
4k views

For debugging purposes I want to render the skeleton of a skinned mesh. However, in glTF they seem to be defined in a very abstract way. That is to say, there is no "skeleton" as in, a set ...
Makogan's user avatar
  • 9,991
0 votes
2 answers
6k views

How can I change the foundation colours used by the native WPF control theming under Windows 10? I know there are libraries like MahApps.Metro, and MUI, but all I want to do is make the elements in my ...
Steven's user avatar
  • 720
0 votes
1 answer
82 views

Using DNN (dotnetnuke, dnnsoftware) CMS, does anyone have any idea how to split up skin ascx files (eg. myskin.ascx that uses header.ascx and footer.ascx) but still have the ability to use DNN panes ...
heydieter's user avatar
0 votes
1 answer
697 views

I am learning to manipulate a model in Assimp in Visual Studio Express 2019 . So I load a model and it has 0 animations. And I want to apply some transformation to its bone maybe hand and see its ...
John christen's user avatar
1 vote
1 answer
258 views

I am slightly confused with this VCL Styles plugin. I am specifically interested in the Uninstaller side of things. The sample they provide goes like this: #define VCLStylesSkinPath "{localappdata}\...
Andrew Truckle's user avatar

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