2011-06-25 63 views
9

我在動畫加載COLLADA模型時遇到了一些問題。我寫了自己的解析器,現在我也想編寫自己的繪製例程。問題在於,只要我在模型上啓用動畫,手,腿和頭部就會遠離模型的原點。 (加載器是基於這裏的教程實現的:COLLADA Tutorial動畫COLLADA模型的動畫問題

我在模型的繪製函數中做的第一件事是用讀取塊的給定目標設置關節矩陣(不是世界矩陣!), 如果我例如讀像一個信道:

<channel source="#some_sampler" target="some_joint/transform(3)(2)"/> 

我將修改基質組分(3)(2)從接頭的jointMatrix與SID =在該第一步驟「改造」:

if(mCurrentAnimations_.size() > 0) { 
    unsigned currentFrame = GEAR::Root::getSingleton().getFrameEvent().frame; 
    bool updateTime = false; 
    if(currentFrame != mLastFrameUpdate_) { 
     if(timeSinceLastFrame < 1.0f) 
      updateTime = true; 
     mLastFrameUpdate_ = currentFrame; 
    } 

    /**************************************************** 
    * If we have an active animation,     * 
    * we animate it in each of it's defined channels * 
    ***************************************************/ 
    std::list<DAEAnimation*>::iterator it = mCurrentAnimations_.begin(); 
    while(it != mCurrentAnimations_.end()) { 
     for(int c = 0; c < (*it)->animation->channels.size(); ++c) { 
      // update the time of the channelanimation if requested 
      if(updateTime) { 
       (*it)->channelStates[c].elapsedTime += timeSinceLastFrame; 
      } 

      GEAR::COLLADA::Channel* channel = (*it)->animation->channels[c]; 
      // read the two indices depending on the time we're 
      int firstKeyframeTimeIndex = 0; 
      int secondKeyframeTimeIndex = 0; 
      for(int i = 0; i < channel->sampler->inputSource->mFloatArray_->mCount_; ++i) { 
       float time = channel->sampler->inputSource->mFloatArray_->mFloats_[i]; 
       if(firstKeyframeTimeIndex == secondKeyframeTimeIndex && time > (*it)->channelStates[c].elapsedTime && i > 0) { 
        firstKeyframeTimeIndex = i-1; 
        secondKeyframeTimeIndex = i; 
        break; 
       } 
       if(firstKeyframeTimeIndex == secondKeyframeTimeIndex && i == channel->sampler->inputSource->mFloatArray_->mCount_-1) { 
        (*it)->channelStates[c].elapsedTime = 0.0f; 
        firstKeyframeTimeIndex = i; 
        secondKeyframeTimeIndex = 0; 
        break; 
       } 
      } 
      // look what kind of TargetAccessor we have 
      if(channel->targetAccessor != NULL && channel->targetAccessor->type == GEAR::MATRIX_ACCESSOR) { 
       // ok we have to read 1 value for first and second index 
       float firstValue = channel->sampler->outputSource->mFloatArray_->mFloats_[firstKeyframeTimeIndex]; 
       float secondValue = channel->sampler->outputSource->mFloatArray_->mFloats_[secondKeyframeTimeIndex]; 

       float firstTime = channel->sampler->inputSource->mFloatArray_->mFloats_[firstKeyframeTimeIndex]; 
       float secondTime = channel->sampler->inputSource->mFloatArray_->mFloats_[secondKeyframeTimeIndex]; 
       float interpolateValue = 1.0f/(secondTime - firstTime) * (secondTime - (*it)->channelStates[c].elapsedTime); 
       // now we calculate an linear interpolated value 
       float value = (secondValue*interpolateValue) + (firstValue*(1.0-interpolateValue)); 

       // now we have to write this value to the Joint's Matrix 
       int entry = ((COLLADA::MatrixTargetAccessor*)channel->targetAccessor)->firstAccessor*4+((COLLADA::MatrixTargetAccessor*)channel->targetAccessor)->secondAccessor; 
       channel->targetJoint->matrix->jointSpaceMatrix.entries[entry] = channel->targetJoint->matrix->matrix.entries[entry] + value; 
      } 
     } 
     ++it; 
    } 
} 

加入後

void 
COLLADA::Joint::recalcWorldSpaceTransMat() { 
    GEAR::Mat4 parentMat; 
    if(parent != NULL) 
     parentMat = parent->worldSpaceTransformationMatrix; 
    // @todo Here we have to test against NULL! 
    if(matrix != NULL) 
     this->worldSpaceTransformationMatrix = parentMat * matrix->jointSpaceMatrix; 
    else { 
     this->worldSpaceTransformationMatrix = parentMat; 
    } 
    //std::cout << "Joint " << sid << " recalculated\n"; 
    for(int i = 0; i < mChildJoints_.size(); ++i) 
     mChildJoints_[i]->recalcWorldSpaceTransMat(); 
} 

現在一切都應該準備好繪製我的模型寬我的繪製函數的下列最後一部分:

tMatrices被所有渠道修改,我通過調用根關節以下功能重新計算關節的worldMatrices
for(int i = 0; i < mSubMeshes_.size(); ++i) { 
    for(int k = 0; k < mSubMeshes_[i]->mSubMeshes_.size(); ++k) { 
     // first we animate it 
     GEAR::DAESubMesh* submesh = mSubMeshes_[i]->mSubMeshes_[k]; 
     submesh->buffer->lock(true); 
     { 
      for(unsigned v = 0; v < submesh->buffer->getNumVertices(); ++v) { 
       // get the array of joints, which influence the current vertex 
       DAEVertexInfo* vertexInfo = submesh->vertexInfo[v]; 
       GEAR::Vec3 vertex; // do not init the vertex with any value! 
       float totalWeight = 0.0f; 
       for(int j = 0; j < vertexInfo->joints.size(); ++j) { 
        Mat4& invBindPoseMatrix = vertexInfo->joints[j]->joint->invBindPoseMatrix; 
        Mat4& transMat = vertexInfo->joints[j]->joint->worldSpaceTransformationMatrix; 
        totalWeight += vertexInfo->joints[j]->weight; 
        vertex += (transMat*invBindPoseMatrix*(submesh->skin->bindShapeMatrix*vertexInfo->vertex))*vertexInfo->joints[j]->weight; 
       } 
       if(totalWeight != 1.0f) { 
        float normalizedWeight = 1.0f/totalWeight; 
        vertex *= normalizedWeight; 
       } 
       submesh->buffer->bufferVertexPos(v, vertex); 
      } 
     } 
     submesh->buffer->unlock(); 

     mSubMeshes_[i]->mSubMeshes_[k]->buffer->draw(GEAR::TRIANGLES, 0, mSubMeshes_[i]->mSubMeshes_[k]->buffer->getNumVertices()); 
    } 
} 

現在的問題是,輸出如下所示: enter image description here

我敢肯定有正確執行的數據加載程序,因爲一般的動畫走的人是可見的,但絲網會變形: enter image description here

正如我所說的,當我取消對該行:

channel->targetJoint->matrix->jointSpaceMatrix.entries[entry] = channel->targetJoint->matrix->matrix.entries[entry] + value; 

動畫是殘疾人和模型顯示在它的標準姿勢: enter image description here

現在除了當我添加一個正常化像這樣jointMatrices的第3列前,我重新計算關節的worldMatrix:

GEAR::Vec3 row1(matrix->jointSpaceMatrix.entries[0], matrix->jointSpaceMatrix.entries[1], matrix->jointSpaceMatrix.entries[2]); 
row1.normalize(); 
matrix->jointSpaceMatrix.entries[0] = row1.x; 
matrix->jointSpaceMatrix.entries[1] = row1.y; 
matrix->jointSpaceMatrix.entries[2] = row1.z; 
GEAR::Vec3 row2(matrix->jointSpaceMatrix.entries[4], matrix->jointSpaceMatrix.entries[5], matrix->jointSpaceMatrix.entries[6]); 
row2.normalize(); 
matrix->jointSpaceMatrix.entries[4] = row2.x; 
matrix->jointSpaceMatrix.entries[5] = row2.y; 
matrix->jointSpaceMatrix.entries[6] = row2.z; 
GEAR::Vec3 row3(matrix->jointSpaceMatrix.entries[8], matrix->jointSpaceMatrix.entries[9], matrix->jointSpaceMatrix.entries[10]); 
row3.normalize(); 
matrix->jointSpaceMatrix.entries[8] = row3.x; 
matrix->jointSpaceMatrix.entries[9] = row3.y; 
matrix->jointSpaceMatrix.entries[10] = row3.z; 

問題依然存在,但是這次在另一個輸出中。男人現在看起來像一個外星人:D,但這減少了縮放比例: enter image description here

我現在不完全是,我是否已經完成正常化的正確方法。這是否正常需要?它在教程中沒有描述,我也無法找到任何相關的東西。

畢竟我看了一下在教程頁面的代碼插值的實現。 AND:他們根本不使用任何四元數來插入孔矩陣。他們所做的就是以下(不工作對我來說):

 Mat4 temp; 

    for (int i = 0; i < 16; ++i) 
     temp.entries[i] = interpolatef(matrix->jointSpaceMatrixStart.entries[i],matrix->jointSpaceMatrixFinish.entries[i],matrix->delta); 

    Vec3 forward,up,right,translation; 
    forward = Vec3(temp.entries[8], temp.entries[9], temp.entries[10]); 
    up= Vec3(temp.entries[4], temp.entries[5], temp.entries[6]); 
    right = Vec3(temp.entries[0], temp.entries[1], temp.entries[2]); 

    forward.normalize(); 
    up.normalize(); 
    right.normalize(); 

    temp.entries[8] = forward.x; temp.entries[9] = forward.y; temp.entries[10] = forward.z; 
    temp.entries[4] = up.x; temp.entries[5] = up.y; temp.entries[6] = up.z; 
    temp.entries[0] = right.x; temp.entries[1] = right.y; temp.entries[2] = right.z; 

    matrix->jointSpaceMatrix = GEAR::Mat4(temp); 

然後我使用四元數在這樣的另一種方法(還沒有爲我的作品):

 // wat we need for interpolation: rotMatStart, rotMatFinish, delta 

    // create rotation matrices from our 2 given matrices 
    GEAR::Mat4 rotMatStart = matrix->jointSpaceMatrixStart; 
    rotMatStart.setTranslationPart(GEAR::VEC3_ZERO); 
    GEAR::Mat4 rotMatFinish = matrix->jointSpaceMatrixFinish; 
    rotMatFinish.setTranslationPart(GEAR::VEC3_ZERO); 

    rotMatStart.transpose(); 
    rotMatFinish.transpose(); 

    // create Quaternions, which represent these 2 matrices 
    float w = GEAR::Tools::sqr(1.0 + rotMatStart.entries[0] + rotMatStart.entries[5] + rotMatStart.entries[10])/2.0; 
    float w4 = (4.0 * w); 
    float x = (rotMatStart.entries[6] - rotMatStart.entries[9])/w4 ; 
    float y = (rotMatStart.entries[8] - rotMatStart.entries[2])/w4 ; 
    float z = (rotMatStart.entries[1] - rotMatStart.entries[4])/w4 ; 
    GEAR::Quaternion rotQuadStart(x, y, z, w); 
    rotQuadStart.normalize(); 
    w = GEAR::Tools::sqr(1.0 + rotMatFinish.entries[0] + rotMatFinish.entries[5] + rotMatFinish.entries[10])/2.0; 
    w4 = (4.0 * w); 
    x = (rotMatFinish.entries[6] - rotMatFinish.entries[9])/w4 ; 
    y = (rotMatFinish.entries[8] - rotMatFinish.entries[2])/w4 ; 
    z = (rotMatFinish.entries[1] - rotMatFinish.entries[4])/w4 ; 
    GEAR::Quaternion rotQuadFinish(x, y, z, w); 
    rotQuadFinish.normalize(); 

    // create the interpolated rotation matrix 
    GEAR::Quaternion slerpedRotQuat = slerp(rotQuadStart, rotQuadFinish, matrix->delta); 
    slerpedRotQuat.normalize(); 
    GEAR::Mat4 rotMat; 
    slerpedRotQuat.createMatrix(rotMat); 

    // interpolate the translation part 
    GEAR::Vec3 transVecStart(0.0,0.0,0.0); 
    matrix->jointSpaceMatrixStart.getTranslatedVector3D(transVecStart); 
    GEAR::Vec3 transVecFinish(0.0,0.0,0.0); 
    matrix->jointSpaceMatrixFinish.getTranslatedVector3D(transVecFinish); 

    GEAR::Mat4 transMat; 
    transMat.setTranslation(transVecFinish*matrix->delta + (transVecStart*(1.0f-matrix->delta))); 
    // now write the resulting Matrix back to the Joint 
    matrix->jointSpaceMatrix = transMat * rotMat; 

它也不會爲我工作。似乎沒有任何工作。我真的不知道這是怎麼回事。


現在後第2天,我得到了它的工作得益於datenwolf

我想告訴所有我得到了它的工作答案。現在一切都看起來很清楚,而且這一直只是一小步。 現在我們從動畫部分開始。我遍歷所有頻道並保存開始和結束值以及在範圍0.0 1.0到接頭的內插增量值,所述信道動畫:

if(mCurrentAnimations_.size() > 0) { 
    unsigned currentFrame = GEAR::Root::getSingleton().getFrameEvent().frame; 
    bool updateTime = false; 
    if(currentFrame != mLastFrameUpdate_) { 
     if(timeSinceLastFrame < 1.0f) 
      updateTime = true; 
     mLastFrameUpdate_ = currentFrame; 
    } 

    /**************************************************** 
    * If we have an active animation,     * 
    * we animate it in each of it's defined channels * 
    ***************************************************/ 
    std::list<DAEAnimation*>::iterator it = mCurrentAnimations_.begin(); 
    while(it != mCurrentAnimations_.end()) { 
     for(int c = 0; c < (*it)->animation->channels.size(); ++c) { 
      // update the time of the channelanimation if requested 
      if(updateTime) { 
       (*it)->channelStates[c].elapsedTime += timeSinceLastFrame; 
      } 

      GEAR::COLLADA::Channel* channel = (*it)->animation->channels[c]; 
      // read the two indices depending on the time we're 
      int firstIndex = 0; 
      int secondIndex = 1; 
      for(int i = 0; i < channel->sampler->inputSource->mFloatArray_->mCount_; ++i) { 
       float time = channel->sampler->inputSource->mFloatArray_->mFloats_[i]; 
       if(time > (*it)->channelStates[c].elapsedTime) { 
        firstIndex = i-1; 
        secondIndex = i; 
        if(firstIndex == -1) // set to last frame 
         firstIndex = channel->sampler->inputSource->mFloatArray_->mCount_ - 1; 
        break; 
       } 
       else if(i == channel->sampler->inputSource->mFloatArray_->mCount_ - 1) { 
        (*it)->channelStates[c].elapsedTime -= channel->sampler->inputSource->mFloatArray_->mFloats_[i]; 
        firstIndex = 0; 
        secondIndex = 1; 
        break; 
       } 
      } 
      // look what kind of TargetAccessor we have 
      if(channel->targetAccessor != NULL && channel->targetAccessor->type == GEAR::MATRIX_ACCESSOR) { 
       /************************************************************************ 
       * Matrix accessors, which are read from a COLLADA <channel> block  * 
       * will always target one matrix component they animate.    * 
       * Such accessors are for example:          * 
       * <channel source"#someSource" target="someJoint/transform(0)(2)"/> * 
       *                  * 
       * @TODO:                * 
       * In a pre processing step, we have to group all channels, which  * 
       * operate on the same joint. In order to accelerate the processing of * 
       * grouped channels, we have to expand the number of keyframes of all * 
       * channels to the maximum of all channels.        * 
       ************************************************************************/ 
       unsigned entry = ((COLLADA::MatrixTargetAccessor*)channel->targetAccessor)->index; 
       float firstTime = channel->sampler->inputSource->mFloatArray_->mFloats_[firstIndex]; 
       float secondTime = channel->sampler->inputSource->mFloatArray_->mFloats_[secondIndex]; 
       // in case of matrix accessor, we write the startMatrix and the endMatrix to the Joints accessor, who finally will do the animation interpolation 
       channel->targetJoint->matrix->interpolationRequired = true; 
       // write out the start and end value to the jointSpaceMatrix 
       // this matrix will later be interpolated 
       channel->targetJoint->matrix->jointSpaceMatrixStart.entries[entry] = channel->sampler->outputSource->mFloatArray_->mFloats_[firstIndex]; 
       channel->targetJoint->matrix->jointSpaceMatrixFinish.entries[entry] = channel->sampler->outputSource->mFloatArray_->mFloats_[secondIndex]; 
       // the delta value is in the range [0.0,1.0] 
       channel->targetJoint->matrix->delta = 1.0f/(secondTime - firstTime) * (secondTime - (*it)->channelStates[c].elapsedTime); 
      } 
     } 
     ++it; 
    } 
} 

正如可以看到,在這裏是沒有內插的。我們簡單地緩存所有動畫關節的開始和結束值以及增量(我們還在每個修改的關節上設置了一個標記)

所有動畫完成後,我們在所有根關節上調用函數interpolateMatrices():

for(int i = 0; i < mSourceModel_->mVisualSceneLibrary_.mVisualScenes_.size(); ++i) { 
    for(int v = 0; v < mSourceModel_->mVisualSceneLibrary_.mVisualScenes_[i]->mSkeleton_.size(); ++v) { 
     if(mSourceModel_->mVisualSceneLibrary_.mVisualScenes_[i]->mSkeleton_[v]->mRootJoint_ != NULL) { 
      /************************************************************************************ 
      * Now we have constructed all jointSpaceMatrixces for the start and the end and * 
      * we're ready to interpolate them and to also recalculate the joint's    * 
      * worldSpaceMatrix.                * 
      ***********************************************************************************/ 
      mSourceModel_->mVisualSceneLibrary_.mVisualScenes_[i]->mSkeleton_[v]->mRootJoint_->interpolateMatrices(); 
     } 
    } 
} 

這不是新的,但現在有趣的部分是插值的實現。沒有qith四元數都:

void COLLADA::Joint::interpolateMatrices() { 
if(matrix != NULL && matrix->interpolationRequired) { 

    for (unsigned i = 0; i < 16; ++i) 
     matrix->jointSpaceMatrix.entries[i] = interpolatef(matrix->jointSpaceMatrixStart.entries[i],matrix->jointSpaceMatrixFinish.entries[i],matrix->delta); 

    Vec3 forward,up,right,translation; 
    forward = Vec3(matrix->jointSpaceMatrix.entries[8], matrix->jointSpaceMatrix.entries[9], matrix->jointSpaceMatrix.entries[10]); 
    up= Vec3(matrix->jointSpaceMatrix.entries[4], matrix->jointSpaceMatrix.entries[5], matrix->jointSpaceMatrix.entries[6]); 
    right = Vec3(matrix->jointSpaceMatrix.entries[0], matrix->jointSpaceMatrix.entries[1], matrix->jointSpaceMatrix.entries[2]); 

    forward.normalize(); 
    up.normalize(); 
    right.normalize(); 

    matrix->jointSpaceMatrix.entries[8] = forward.x; matrix->jointSpaceMatrix.entries[9] = forward.y; matrix->jointSpaceMatrix.entries[10] = forward.z; 
    matrix->jointSpaceMatrix.entries[4] = up.x; matrix->jointSpaceMatrix.entries[5] = up.y; matrix->jointSpaceMatrix.entries[6] = up.z; 
    matrix->jointSpaceMatrix.entries[0] = right.x; matrix->jointSpaceMatrix.entries[1] = right.y; matrix->jointSpaceMatrix.entries[2] = right.z; 

    matrix->jointSpaceMatrix.entries[15] = 1.0f; // this component is always 1.0! In some files, this is exported the wrong way, which causes bugs! 
} 
/******************************************************** 
* After the interpolation is finished,     * 
* we have to recalculate the joint's worldSpaceMatrix. * 
********************************************************/ 
GEAR::Mat4 parentMat; 
if(parent != NULL) 
    parentMat = parent->worldSpaceTransformationMatrix; 
if(matrix != NULL) 
    worldSpaceTransformationMatrix = (parentMat * matrix->jointSpaceMatrix); 
else 
    worldSpaceTransformationMatrix = parentMat; 
skinningMatrix = worldSpaceTransformationMatrix*invBindPoseMatrix; 

// also interpolate and recalculate all childs 
for(unsigned k = 0; k < mChildJoints_.size(); ++k) 
    mChildJoints_[k]->interpolateMatrices(); 

}

正如你可以看到,我們只是intrpolate矩陣,之後所有的值,我們正常化矩陣的上3列。 之後,我們立即重新計算該關節的worldSpaceMatrix,以及完整的蒙皮矩陣以節省性能。 現在我們幾乎完成了所有。最後要做的就是真正爲頂點設置動畫,然後繪製網格:

for(int i = 0; i < mSubMeshes_.size(); ++i) { 
    for(int k = 0; k < mSubMeshes_[i]->mSubMeshes_.size(); ++k) { 
     // first we animate it 
     GEAR::DAESubMesh* submesh = mSubMeshes_[i]->mSubMeshes_[k]; 
     submesh->buffer->lock(true); 
     { 
      for(unsigned v = 0; v < submesh->buffer->getNumVertices(); ++v) { 
       // get the array of joints, which influence the current vertex 
       DAEVertexInfo* vertexInfo = submesh->vertexInfo[v]; 
       GEAR::Vec3 vertex; // do not init the vertex with any value! 
       float totalWeight = 0.0f; 
       for(int j = 0; j < vertexInfo->joints.size(); ++j) { 
        totalWeight += vertexInfo->joints[j]->weight; 
        vertex += ((vertexInfo->joints[j]->joint->skinningMatrix*(vertexInfo->vertex))*vertexInfo->joints[j]->weight); 
       } 
       // since it isn't guaranteed that the total weight is exactly 1.0, we have no normalize it 
       // @todo this should be moved to the parser 
       if(totalWeight != 1.0f) { 
        float normalizedWeight = 1.0f/totalWeight; 
        vertex *= normalizedWeight; 
       } 
       submesh->buffer->bufferVertexPos(v, vertex); 
      } 
     } 
     submesh->buffer->unlock(); 

     mSubMeshes_[i]->mSubMeshes_[k]->buffer->draw(GEAR::TRIANGLES, 0, mSubMeshes_[i]->mSubMeshes_[k]->buffer->getNumVertices()); 
    } 
} 

總而言之,它與我開始使用的代碼幾乎相同。 但現在事情對我來說更加清晰了,我也可以開始支持<翻譯>,<輪換>和<規模>動畫也是如此。隨意看看我的實現在gear3d.de(下載SVN主幹)

我希望這可以幫助一些人在那裏實現自己的解決方案在這個美好的主題:)

+1

+1;一個寫得很好的問題,給出了基本的代碼,並精確地描述了錯誤的和預期的正確結果。 – datenwolf

回答

4

看着那些照片,我的印象中,你的聯合矩陣沒有正常化,即左上角的3×3部分放大你的網格。試試如果你規範化左上角3列向量會發生什麼。

如果這樣可以減少問題,就需要調查動畫系統的哪一部分引起這個問題。

+0

謝謝你的回答和你的幫助。我現在已經測試了規範化,但是我現在不完全知道我是否以正確的方式完成了。 Andy –

+0

@Andy:規範化只是一個縮小問題的測試。最後你必須得到正確的動畫插值。我在那裏讀過一條評論,你正在進行線性插值。當插入(旋轉)矩陣時,這通常不是正確的方法。 – datenwolf

+0

對此有任何其他想法嗎?我已經嘗試過幾乎所有組合,沒有任何好的結果。我不知道你是否熟悉COLLADA。在COLLADA中,您可以將動畫分解爲包含時間值,轉換值和插值等數據的源文件,包含對源文件的引用的採樣器以及包含對採樣器的引用和對關節的引用的通道。對關節的引用定義了要動畫的組件。就我而言,所有參考都是針對矩陣組件的。這就是爲什麼我只插入一個矩陣組件。 –

1

在我的情況下,所有的參考目標矩陣組件。這就是爲什麼我只插入一個矩陣組件。

您從不插入矩陣。 Ever

通常處理的方法是,在加載動畫數據時,將每個矩陣分解爲四元數和位置(如果動畫縮放,則縮放)。使用四元數是因爲它們很小,易於插值,並且在插值後易於正常化。不像矩陣很大,很難插值,並且很難在之後進行正交歸一化。

請注意,上述通常是作爲工具中的預處理步驟完成的。該工具加載Collada動畫,轉換爲四元數和位置,然後將這些文件寫入文件格式供以後閱讀。

然後,根據需要插入四元數(隨意使用LERP進行動畫內插),然後進行快速標準化。如果頭寸實際相對於原始偏移量發生變化,則頭寸只需要更新。你把它們組合成一個矩陣,然後繼續正常。

簡單和容易。

+0

謝謝你的回答。我現在用四元數來實現它,但是到現在爲止沒有一個好的結果。在上面的代碼中,我已經在插值上添加了一些其他的東西。如果你能看看它會很好。 –

+2

@Nicol在頂點混合中,插值矩陣的不準確性通常是可以接受的(而矩陣調色板蒙皮是實時頂點混合的實際標準),所以你的「永遠」有點不對。顯式(四元數,翻譯)對也有其缺點。矩陣調色板蒙皮的一個非常好的替代方案是雙四元數蒙皮,它可以在不增加運行成本的情況下減少常見的頂點混合僞影,並且不具有(四元數,平移)對的缺失座標系統無關性問題。 –

+0

@Christian Rau:即使你能忍受沒有正交歸一化的插值僞影,四元數仍然是首選,因爲它們更小,壓縮更容易,甚至插值更快(4個值而不是9)。沒有理由直接插入矩陣。 –