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  [Solved] Bones don't draw in the proper location  (Read 1488 times)
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Offline thedanisaur

JGO Knight


Medals: 59



« Posted 2014-08-04 04:00:19 »

Hey, I've recently implemented Skeletal Animation with .fbx files in the engine I'm writing. Anyway I can't get the bones in the proper location.

Also, before you start in, I know that this is not the best way to implement skeletal animation, but it's just a start  Wink


Anyway here's the recursive function that traverses the skeleton to draw the joints (FYI Bones are actually Joints)


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   private int drawBones(GL2 gl, Bone b, int index)
   {
      //Get the transform from the current frame for the current bone
      Transform t = m_animation.m_frames[m_animation.m_curr_frame].m_transforms[index];
      //Set the transformations on the bone (prep for next frame)
      b.m_transform.setTranslate(t.getTranslate().m_x, t.getTranslate().m_y, t.getTranslate().m_z);
      b.m_transform.setRotation(t.getRotation().m_x, t.getRotation().m_y, t.getRotation().m_z);
      b.m_transform.setScale(t.getScale().m_x, t.getScale().m_y, t.getScale().m_z);

      //Push the current matrix on the stack
      gl.glMatrixMode(GL2.GL_MODELVIEW);
      gl.glPushMatrix();
      System.out.println("push: " + b.m_name + " " + index);
     
      //Update the model view matrix with our current transform
      gl.glTranslatef(b.m_transform.getTranslate().m_x, b.m_transform.getTranslate().m_y, b.m_transform.getTranslate().m_z);
      gl.glScalef(b.m_transform.getScale().m_x, b.m_transform.getScale().m_y, b.m_transform.getScale().m_z);
      gl.glRotatef(b.m_transform.getRotation().m_x, 1.0f, 0.0f, 0.0f);
      gl.glRotatef(b.m_transform.getRotation().m_y, 0.0f, 1.0f, 0.0f);
      gl.glRotatef(b.m_transform.getRotation().m_z, 0.0f, 0.0f, 1.0f);
     
      //draw the current bone
      gl.glPointSize(5);
      gl.glBegin(GL.GL_POINTS);
         gl.glColor3f((float)index / (float)m_bones.length, 0.0f, 0.0f);
         gl.glVertex3f(0.0f, 0.0f, 0.0f);
      gl.glEnd();

      //Now for each of the children on this bone, draw them
      if(b.m_children.length > 0)
         for(int i = 0; i < b.m_children.length; i++)
            index = drawBones(gl, m_bones[b.m_children[i]], index+1);
     
      //Pop the current matrix off the stack
      gl.glPopMatrix();
      System.out.println("pop: " + b.m_name + " " + index);
     
      //return the index of the current bone
      return index;
   }

Every village needs an idiot Cool
Offline thedanisaur

JGO Knight


Medals: 59



« Reply #1 - Posted 2014-08-04 04:32:47 »

It turn's out this has something to do with the scaling.....oops..

Every village needs an idiot Cool
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