I am tryin to implement skeletal animation in OpenGL ES2 in Android, I have a JSON model exported from Blender using io_three , I can read from this file Bones array each one has Position as 3 floats array, quaternion rotation as 4 floats array and scale and an integer which is parent, also I has animation which has hierarchy list as I understand which handles each bone matrix every frame, each hierarchy has a parent and list of keys each key has same components as the bone, so I read many tutorials and made many tries but unfortunately I did not success, I need the logic explained simply. so I have a bone class each one has vectors and I can get the relative matrix for each bone then multiply it with the parent absolute matrix to get the absolute matrix of the bone then inverse it to get the inversed matrix, I can make same calculations for each key but I can not bind them together, I need to understand the relation between the bone and each frame. my problem is not with the code but with logic.
Related Questions in JAVA
- I need the BIRT.war that is compatible with Java 17 and Tomcat 10
- Creating global Class holder
- No method found for class java.lang.String in Kafka
- Issue edit a jtable with a pictures
- getting error when trying to launch kotlin jar file that use supabase "java.lang.NoClassDefFoundError"
- Does the && (logical AND) operator have a higher precedence than || (logical OR) operator in Java?
- Mixed color rendering in a JTable
- HTTPS configuration in Spring Boot, server returning timeout
- How to use Layout to create textfields which dont increase in size?
- Function for making the code wait in javafx
- How to create beans of the same class for multiple template parameters in Spring
- How could you print a specific String from an array with the values of an array from a double array on the same line, using iteration to print all?
- org.telegram.telegrambots.meta.exceptions.TelegramApiException: Bot token and username can't be empty
- Accessing Secret Variables in Classic Pipelines through Java app in Azure DevOps
- Postgres && statement Error in Mybatis Mapper?
Related Questions in ANDROID
- Creating global Class holder
- Flutter + Dart: Editing name of a tab shows up a black screen
- android-pdf-viewer Received status code 401 from server: Unauthorized
- Sdk 34 WRITE_EXTERNAL_STORAGE not working
- ussd reader in Recket Native module
- Incorrect display of LinearGradientBrush in IOS
- The Binary Version Of its metadata is 1.8.0, expected Version is 1.6.0 build error
- I can't make TextInput to auto expand properly in Android
- Creating multiple instances of a class with different initializing values in Flutter
- How to create a lottie animation
- making android analyze with coverity sast tool
- Flutter plugin development android src not opening after opening example
- I initialize my ViewModel in the Activity with several fragments as tabs, but the fragments(tabs) return null for the updated livedata
- Node.js Server + Socket.IO + Android Mobile Applicatoin XHR Polling Error...?
- How I can use the shared preferences class?
Related Questions in OPENGL-ES
- How can I use ARCore and OpenGL without Sceneform for making ar measurement app android?
- Unable to find GL_INT_2_10_10_10_REV define on Android GLES
- How to rotate model and view matrix with same angle?
- CameraX custom OpenGL Video Pipeline (`UseCase`/`VideoOutput`)
- How do I avoid leaking Graphics memory in OpenGL ES 2.0 in a background thread on Android?
- How to Create GPU SkImage in a Background Thread and Draw it on a Main SkSurface with OpenGL and Skia?
- glTexSubImage2D throws GL_INVALID_OPERATION in OpenGL ES 3.2 on Android NDK with FreeType
- What are the rules for the precision of casting operations in GLSL
- Why would a OpenGL ES 2.0 leak graphics memory on Android, but not iOS with the same code
- Create a VideoFrame from Canvas
- GLES30 Ray Picking gluUnProject
- OpenGL lighting works incorrectly on Android and WebAssembly
- WebGL: this extension has very low support on mobile devices
- OpenGL ES 3.0 - Textures black
- OpenGL-glGetUniformLocation failed
Related Questions in OPENGL-ES-2.0
- How to rotate model and view matrix with same angle?
- Is there a projection matrix with a perspective projection in the x direction and an orthographic projection in the y direction?
- JOGL z-buffer rendering problems
- Triangles not getting rendered with color with color array added along with vertices
- How to render android.media.Image using OpenGL ES in Android
- Ogre3D texture being rendered in black color on OpenGL ES 2 (both iOS and Android)
- Enabling GL EXT_blend_minmax
- How to detect click on objects in OpenGL ES 2.0
- The texture is not displayed or is displayed wrong
- Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0 in tid 14795 (GLThread 39), pid 14605 (.example.opengl)
- Texture Coordinates not working correctly in OpenGL ES 2.0
- Draw YUV frames on GL/Surface/TextureView
- How to change the skintone with OpenGl + mediapipe aar android
- Center rectangle-object in the screen by using glOrthof in Android with opengles 2, with java
- How to let a vertex shader in OpenGL ES 2.0 perform GPGPU computing?
Related Questions in SKELETAL-ANIMATION
- Unreal Engine Import Warning "The following bones are missing from the bind pose"
- DirectX12 Problems with skeletal animation and Assimp library
- joints in gltf model bunched together on origin during animation
- Processing raw Mocap data into a Skeletal Joints (BVH)
- Optimizing Animation Saving Speed in Matplotlib
- Scenekit start/stop Skeletal animation of imported USDZ
- How can I create a 2D skeleton using forward kinematics in Fabric.js/JavaScript?
- Unexpected transformationMatrix and offset Matrix with Skeletal Animation
- How to setup bone hierarchy for SCNSkinner from glb data?
- Draw bone for skinned mesh
- OpenGl C++ How to implement lighting for 3D models with skeletal animation
- opengl assimp skeletal node transformation
- Writing to Framebuffer using multiple shaders
- How do I correctly blend between skeletal animations in OpenGL from a walk animation to a run animation?
- Bones rotate around parent - OpenGL Animation/Skinning
Popular Questions
- How do I undo the most recent local commits in Git?
- How can I remove a specific item from an array in JavaScript?
- How do I delete a Git branch locally and remotely?
- Find all files containing a specific text (string) on Linux?
- How do I revert a Git repository to a previous commit?
- How do I create an HTML button that acts like a link?
- How do I check out a remote Git branch?
- How do I force "git pull" to overwrite local files?
- How do I list all files of a directory?
- How to check whether a string contains a substring in JavaScript?
- How do I redirect to another webpage?
- How can I iterate over rows in a Pandas DataFrame?
- How do I convert a String to an int in Java?
- Does Python have a string 'contains' substring method?
- How do I check if a string contains a specific word?
Trending Questions
- UIImageView Frame Doesn't Reflect Constraints
- Is it possible to use adb commands to click on a view by finding its ID?
- How to create a new web character symbol recognizable by html/javascript?
- Why isn't my CSS3 animation smooth in Google Chrome (but very smooth on other browsers)?
- Heap Gives Page Fault
- Connect ffmpeg to Visual Studio 2008
- Both Object- and ValueAnimator jumps when Duration is set above API LvL 24
- How to avoid default initialization of objects in std::vector?
- second argument of the command line arguments in a format other than char** argv or char* argv[]
- How to improve efficiency of algorithm which generates next lexicographic permutation?
- Navigating to the another actvity app getting crash in android
- How to read the particular message format in android and store in sqlite database?
- Resetting inventory status after order is cancelled
- Efficiently compute powers of X in SSE/AVX
- Insert into an external database using ajax and php : POST 500 (Internal Server Error)
I will try to explain how to compute the animated skeleton at some
tof your animation wheretis between the start and end times of your entire animation.You must also be having the timing data for the above i.e. if you have say 17 frames in your animation, the time information for each frame. Assuming you have this or can obtain this data from
io_three, you can compute the animation matrix. The more granular steps are:ti.e. you find the 2 frames with timest1andt2such that:t1 < t < t2. Now you can compute the interpolated translation matrix.You can see a sample of this kind of computation here: note that it is in ObjectiveC, using Assimp.
You will do the steps 1 to 4 for each bone in your skeleton and you traverse from the root of the skeleton all the way down, which ensures that for each bone you have a cumulative animation matrix. You start with the
IdentityMatrixas the parent matrix.As you have to start with the root of the skeleton, you have to also know that root. Either your data provides the root of the skeleton or else you have to derive the skeleton root. If you have a tree of bone nodes, then the node with the lowest depth will be root!
Once you have the animation matrix for each bone, you also need to know the number of bones that influence each vertex and the weighting of that influence. Then you can compute the deformed vertex, either on the CPU or the GPU. Note that both have their pros and cons.
A much better explanation of skeletal animation but with Assimp library is described in this post's top answer.
Overall, while the overall logic of skeletal animation is simple; the hard part is in navigation of your data structure which contains all that data and building the correct animation matrices, identification of the root node of the skeleton and the mapping from vertices to bone/animation data.