Getting transformation matrix for bone animation in Assimp

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I am learning to manipulate a model in Assimp in Visual Studio Express 2019 . So I load a model and it has 0 animations. And I want to apply some transformation to its bone maybe hand and see its effect in the obj format I export. Now to see the effect in obj format I have to apply changes to its vertices, so I have to apply transformation in bone hierarchically. But I don't get the idea , how to implement all this. I have seen oglDev tutorial 38 but can't understand it. So any help will be appreciated.

Here are the thinks I need help in->

1. How to apply some transformation to a bone and to all its child (consider a simple human model).

2. How to get the final location of vertex affected by the particular bone as for bone we have just transformation matrices , so how do I convert them to X,Y,Z coordinate to tell vertex position .

I am not using OpenGL.

I want to use simple C++ code in Assimp for all this.

Please refer here for additional progress and difficulties details : Wrong Bone Rotation in Assimp

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skmr On

.obj format does not have support for skeletal animation (or any form of animation). You cannot rotate the bones that do not exist. You need to use a model format that supports skeletal animation and use a model that contains that data. Example formats include .fbx, .gltf, .dae (COLLADA).