Comments (7)
Along with the language of the tutorial, if the above is correct then I believe it would also mean changing this pseudocode:
jointMatrix(j) =
globalTransformOfNodeThatTheMeshIsAttachedTo^-1 *
globalTransformOfJointNode(j) *
inverseBindMatrixForJoint(j);
to rather be:
jointMatrix(j) =
globalTransformOfSkeletonRootNode^-1 *
globalTransformOfJointNode(j) *
inverseBindMatrixForJoint(j);
I'm not quite clear on what to do in the case where there is no skeleton root node... e.g. whether it should be:
jointMatrix(j) =
globalTransformOfJointNode(j) *
inverseBindMatrixForJoint(j);
or in this particular case, the skeletonRootNode is the mesh node...
?
from gltf-tutorials.
I have the same question.
I don't know the meaning of skin.skeleton
and how does it effect the calculation of the joint matrix.
In my case, I simply ignore it and do follow the tutorial gltfTutorial_020_Skins and everything seems OK.
from gltf-tutorials.
@donmccurdy Do you know the answer, or the right person to ask?
from gltf-tutorials.
from gltf-tutorials.
Just replied on KhronosGroup/glTF#1270. I believe it is correct to ignore it.
from gltf-tutorials.
Having learned a bit more about skinning this year, I believe the tutorial's pseudocode is correct.
The vertex shader that's drawing a skinned mesh will attempt to draw it wherever in the world the node that owns the skinned mesh is located. But the mesh isn't supposed to be there, instead the mesh is supposed to be wrapped around the bones, which might be completely elsewhere. So the transform needs the inverse of the skinned mesh node's position, to recover the glTF "world" coordinates, and from there must travel to the joint's world coordinates.
The skeleton
node is safe for implementations to ignore, and safe to omit from glTF. I believe it serves as a marker between full-fledged heavyweight scene nodes, versus lighter-weight no-mesh-allowed joint nodes. I believe it's purely a performance optimization, or a crutch for systems that demand to draw a sharp distinction between nodes and joints.
from gltf-tutorials.
I think that, after a longer discussion and various fixes, this should also be resolved as of #64
If it is not, feel free to reopen.
from gltf-tutorials.
Related Issues (20)
- how to calculate the global inverse transform HOT 4
- implementing an algorithm for the simpleSkin model from this github HOT 7
- Update and simplify the skinning section HOT 6
- glTF/GLB model size - is there any tool for checking it? HOT 2
- Update links to point to the Khronos glTF registry
- Question about keyframe compression HOT 2
- Clarify component order for quaternions in scene/node page HOT 5
- Cannot replicate Skin glTF-Tutorial data contents HOT 2
- gltfTutorial_020_Skins.md typo HOT 3
- Minor readability issue - image 18b HOT 3
- Please rename default branch from 'master' to 'main' per Khronos policy HOT 10
- Hi, what is the right thing to do if JOINT_0 comes in a model in the format short 5123? HOT 2
- can Mesh be used in several different Skins? should I provide for this when loading glb? HOT 2
- Where should joint matrices be stored? HOT 2
- Some phones don't draw models if indicesComponentType=5125-GL_UNSIGNED_INT. But they draw fine if indicesComponentType=5123-GL_UNSIGNED_SHORT. I think it may be related to the support on the phone OpenGLES3+. Or are there other reasons? HOT 3
- Animation in model without skeleton and bones HOT 2
- does gltf support metadata, KV string map for example HOT 2
- Hi, is there an example for OpenGL ES 3 using a normal map in glsl shaders to render gltf models? Could you point out a good link to explore? HOT 2
- is it possible to somehow determine in which units of measurement the model is located? Millimeters, centimeters, meters or inches? HOT 1
- how to use schema.json in gltf2.0 HOT 7
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