Timeline for Skeletal animation in OpenGL
Current License: CC BY-SA 3.0
9 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Aug 13, 2015 at 21:35 | answer | added | walkingBird | timeline score: 2 | |
| May 26, 2015 at 14:26 | comment | added | rudy | Are you transposing the inverse bind matrix (root->offsetMatrix) somewhere? Collada has them in row major and your multiplication order suggests column major. | |
| May 14, 2015 at 11:20 | history | edited | McLovin | CC BY-SA 3.0 | deleted 24 characters in body |
| May 14, 2015 at 4:18 | history | tweeted | twitter.com/#!/StackGameDev/status/598703846517530624 | ||
| May 13, 2015 at 9:48 | comment | added | McLovin | What's the bind matrix? I'm using the offsetMatrix that is also called the inverse bind pose matrix. Is that it? | |
| May 13, 2015 at 9:44 | comment | added | Panda Pajama | It seems like you're ignoring your bind matrix? This is a great tutorial that was fundamental in getting my own COLLADA based renderer to work | |
| May 13, 2015 at 9:33 | history | edited | McLovin | CC BY-SA 3.0 | added 24 characters in body |
| May 13, 2015 at 9:22 | review | First posts | |||
| May 13, 2015 at 9:26 | |||||
| May 13, 2015 at 9:22 | history | asked | McLovin | CC BY-SA 3.0 |