Re: OSG port roadmap and design plans
Posted: 24 Mar 2015, 23:10
Let us know what you figure out! Sounds like a re-factor could be the most beneficial? You would know best though.
This is certainly my suggestion. We should be able to use the vertex data as-is, and I've never understood how the pre-transform actually produced working results with Ogre's skeleton system.scrawl wrote:- Refactor the skinning code to get rid of the pre-transform if possible
I've got this approach implemented, though I'm not so happy that it requires loading the NIF files once for every skeleton they will be attached to. Don't think I'll end up using this code.- Pre-transform using the master skeleton instead of the part skeleton
Starting to think that's impossible in the given constraints. One of the pre-transform components (NiSkinData.BoneInfo.trafo), which I assume is somehow related to the bind matrix, can be specified per TriShape rather than per bone, as OSG and Ogre would have it. There can be multiple skinned trishapes on the same skeleton, needing different bind matrices each. But with osgAnimation we can only specify one bind matrix per bone. I don't see how that would work.This is certainly my suggestion. We should be able to use the vertex data as-is, and I've never understood how the pre-transform actually produced working results with Ogre's skeleton system.scrawl wrote:
- Refactor the skinning code to get rid of the pre-transform if possible
Hooray!!scrawl wrote:Finally a solution for the infamous bounding box problems ("invisible cliff racers")
Probably not. The physics controller doesn't know how to respond to a growing or shrinking bounding box, so that alone wouldn't fix the issue.It sounds like your solution could address more than the problem with Cliff Racer and Netch corpses. Will it address the problems with collisions during animation? Such as, for example, when Wild Guar attack you, they will run up to you so close that your POV will be inside their head, resulting in some pretty weird graphics clipping.