[Papervision3D] Skinned DAE issues
Luc at tirnua.com
Sun Aug 2 02:45:52 PDT 2009
One problem of the project of the skinned DAE's is that the skin controllers
are using the information from the joints (joint[i].world) of the previous
frame, rather than the current frame.
This is obviously annoying, as the lighting is always a tiny bit wrong, and
can be very wrong on large rotations (or animations)
One solution I can think off would be to change the DAE project:
- project the animation controllers first so that the channels are correct
- project the nodes so that the bones are properly positioned. this might
require to project the scene, and for optimization, we could check what has
been projected already against the current rendersession.
- project the skins
- then project as usual.
Another solution might be to add a step between project and render aka
in that solution, we would not add the skins in the renderlist during
project, but do it in the 'Skin' phase.
Any other idea?
(you can see our use of papervision3D in www.tirnua.com)
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