how does setBindingPose() work?
Posted: Tue Oct 16, 2007 6:09 pm
Hi all,
I am currently playing around with loading a skeleton plus mesh manually from a collada file. I am having a problem understanding the setBindingPose() function.
Isn't the bindingPose supposed to be just a matrix for each bone which defines which positions the bones were in when they were bound to the mesh?
And then, shouldn't the meshes vertex positions be multiplied by the inverse of these matrices when the mesh is transformed by a bone?
What I am doing now is that I transform the bones according to the bind poses I load from the collada file, then set the bind pose and then do any additional transformations. But this doesn't seem right, the meshes and bones are always rotated to much, by the exact amount of one bind pose rotation.
Does anyone know what i might be doing wrong?
Thanks,
-Michael
I am currently playing around with loading a skeleton plus mesh manually from a collada file. I am having a problem understanding the setBindingPose() function.
Isn't the bindingPose supposed to be just a matrix for each bone which defines which positions the bones were in when they were bound to the mesh?
And then, shouldn't the meshes vertex positions be multiplied by the inverse of these matrices when the mesh is transformed by a bone?
What I am doing now is that I transform the bones according to the bind poses I load from the collada file, then set the bind pose and then do any additional transformations. But this doesn't seem right, the meshes and bones are always rotated to much, by the exact amount of one bind pose rotation.
Does anyone know what i might be doing wrong?
Thanks,
-Michael