Skinning inverse world matrix #389
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Sorry if it wasn't clear. From the article
Inside the shader we multiply by We have several options. 3 off the top of my head
Let me add, drawing a skinned mesh in the same pose is uncommon. Take a typical video game using skinned meshes for characters. Usually every character is doing something different and so in a different pose (joints oriented in different ways) so there's no reason to support drawing something twice in different locations with the same pose. The only reason to do that is if you want to portray a crowd of people, like a marching band, you might compute 1 pose and draw 10 of say 50 characters with that pose, then compute another pose and draw another 10 characters with that pose, repeat 3 more times. This would save you computing all the matrices for all 50 characters. |
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In this code from the skinning tutorial:
I understand joint.worldMatrix holds the joint global pose matrix. inverse bind matrix is self explanatory. But what about globalWorldInverse? Where is this matrix coming from and why do we need to multiply it.
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