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	<title>Comments for No Limits Designs</title>
	<atom:link href="http://nolimitsdesigns.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://nolimitsdesigns.com</link>
	<description>Game Development</description>
	<lastBuildDate>Fri, 11 May 2012 18:55:26 +0000</lastBuildDate>
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		<title>Comment on Assimp Animation Lib by tony h</title>
		<link>http://nolimitsdesigns.com/game-design/assimp-animation-lib/comment-page-1/#comment-501</link>
		<dc:creator>tony h</dc:creator>
		<pubDate>Fri, 11 May 2012 18:55:26 +0000</pubDate>
		<guid isPermaLink="false">http://nolimitsdesigns.com/?p=644#comment-501</guid>
		<description>Hi the video looks great!
would it be possible for you to show us the whole code?
I&#039;ve got assimp loading but can&#039;t work the animation, so seeing the whole thing would be great in helping me understand opengl.
Thanks</description>
		<content:encoded><![CDATA[<p>Hi the video looks great!<br />
would it be possible for you to show us the whole code?<br />
I&#8217;ve got assimp loading but can&#8217;t work the animation, so seeing the whole thing would be great in helping me understand opengl.<br />
Thanks</p>
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	<item>
		<title>Comment on Open Asset Import Library animation loader by David</title>
		<link>http://nolimitsdesigns.com/game-design/open-asset-import-library-animation-loader/comment-page-1/#comment-496</link>
		<dc:creator>David</dc:creator>
		<pubDate>Fri, 04 May 2012 04:19:12 +0000</pubDate>
		<guid isPermaLink="false">http://nolimitsdesigns.com/?p=412#comment-496</guid>
		<description>Hi Scott, thanks for the update the new functions work great. But i think the problem is the assimp matrices, as far as animation goes everything is great, but when i decompose the matrix to rip out the location it seems to be well out of place. i get the same results if i do as you suggested by positioning in the shader as in your first set of instructions on this. really not sure why this happens. will have a better look tommorow to make sure it&#039;s not something silly i&#039;ve done.</description>
		<content:encoded><![CDATA[<p>Hi Scott, thanks for the update the new functions work great. But i think the problem is the assimp matrices, as far as animation goes everything is great, but when i decompose the matrix to rip out the location it seems to be well out of place. i get the same results if i do as you suggested by positioning in the shader as in your first set of instructions on this. really not sure why this happens. will have a better look tommorow to make sure it&#8217;s not something silly i&#8217;ve done.</p>
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	<item>
		<title>Comment on Open Asset Import Library animation loader by Scott</title>
		<link>http://nolimitsdesigns.com/game-design/open-asset-import-library-animation-loader/comment-page-1/#comment-495</link>
		<dc:creator>Scott</dc:creator>
		<pubDate>Fri, 04 May 2012 03:15:16 +0000</pubDate>
		<guid isPermaLink="false">http://nolimitsdesigns.com/?p=412#comment-495</guid>
		<description>You can get the exact position by taking the 

weaponinhand from the above post and get the translation part of it, but that would only give you the position of the hand. You would need to correctly orient the object in the hand. For example, a running animation, the hand of a person will move around, so the position will not cut it.
Unless you were using something that was symmetrical, like a sphere, where orientation doesn&#039;t matter.</description>
		<content:encoded><![CDATA[<p>You can get the exact position by taking the </p>
<p>weaponinhand from the above post and get the translation part of it, but that would only give you the position of the hand. You would need to correctly orient the object in the hand. For example, a running animation, the hand of a person will move around, so the position will not cut it.<br />
Unless you were using something that was symmetrical, like a sphere, where orientation doesn&#8217;t matter.</p>
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	<item>
		<title>Comment on Open Asset Import Library animation loader by David</title>
		<link>http://nolimitsdesigns.com/game-design/open-asset-import-library-animation-loader/comment-page-1/#comment-494</link>
		<dc:creator>David</dc:creator>
		<pubDate>Fri, 04 May 2012 02:46:45 +0000</pubDate>
		<guid isPermaLink="false">http://nolimitsdesigns.com/?p=412#comment-494</guid>
		<description>Thank you very much for the reply and information Scott, that will work great for attaching meshes as i hadn&#039;t thought to do that in the shader, very cool. I was hoping to be able to get a vec3 location though so i could attach other objects to the bones that aren&#039;t rendered but i might be able to extract them another way just won&#039;t be as streamline as your class. thanks very much again you saved me heaps of time and frustration in getting animations up and running!</description>
		<content:encoded><![CDATA[<p>Thank you very much for the reply and information Scott, that will work great for attaching meshes as i hadn&#8217;t thought to do that in the shader, very cool. I was hoping to be able to get a vec3 location though so i could attach other objects to the bones that aren&#8217;t rendered but i might be able to extract them another way just won&#8217;t be as streamline as your class. thanks very much again you saved me heaps of time and frustration in getting animations up and running!</p>
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	<item>
		<title>Comment on Open Asset Import Library animation loader by Scott</title>
		<link>http://nolimitsdesigns.com/game-design/open-asset-import-library-animation-loader/comment-page-1/#comment-493</link>
		<dc:creator>Scott</dc:creator>
		<pubDate>Fri, 04 May 2012 01:34:12 +0000</pubDate>
		<guid isPermaLink="false">http://nolimitsdesigns.com/?p=412#comment-493</guid>
		<description>David, 

If you want to place a weapon in the hand of an model here ss how you do it.

When you run an animation, you call GetTransform(float dt)  each frame and pass that to the shaders. You need to find out which bone equal which index in the array returned in the function. 
In the class  SceneAnimator, there is a protected 

std::vector&lt;cBone*&gt; Bones 

That vector holds all the bones of the model, with the bone name, (cBone::Name). So, if the modeler did his or her job right, the bones should be named properly: hand, forearm, bicep. So, you can create a function to tell you which Index the bone you want is and use that to get the transform to it.

So, if you want to get the transform form just the hand. 
Call GetTransform(float dt)
Pass that to your shader like normal.

Create a function like this in SceneAnimator

unsigned int GetBoneIndex(const string&amp; bonename);

the function should return the index of the bone with that name. Now, you can add code to the Init functions so that an std::map is created to make the search faster, otherwise, you will have to run over the entire std::vector&lt;cBone*&gt; Bones  to find the matching bone.

When you find the matching bone, return the index.

Use that index to map directly to the transforms returned from GetTransform( float dt)   There is a 1 to 1 relationship

Use that matrix to correctly place the object in the hand.

Here is some pseudo code

In the drawfunction of the model. Assuming EACH model has a Scaling, Rotation, and Translation matrix, and using a left handed system.

void Draw(){
std::vector&lt;mat4&gt;&amp; temp = Sceneanim.GetTransforms(dt);
//Pass temp to shader here
unsigned int handindex = Sceneanim.GetBoneIndex(&quot;Hand&quot;);
mat4&amp; handmat = temp[handindex];// this is where the hand is relative to the model

//To get a weapon or other objects correct transform to the hand of the model it would be something like this. I am appending a model. onto the characters transform 

mat4 weaponinhand = handmat * model.scaling * model.Roation * model.Translation ;

weaponinhand can now be used to move the weapon into place in the shader.  I hope that makes sense, if not, please respond and I will do my best to explain.</description>
		<content:encoded><![CDATA[<p>David, </p>
<p>If you want to place a weapon in the hand of an model here ss how you do it.</p>
<p>When you run an animation, you call GetTransform(float dt)  each frame and pass that to the shaders. You need to find out which bone equal which index in the array returned in the function.<br />
In the class  SceneAnimator, there is a protected </p>
<p>std::vector<cbone *> Bones </p>
<p>That vector holds all the bones of the model, with the bone name, (cBone::Name). So, if the modeler did his or her job right, the bones should be named properly: hand, forearm, bicep. So, you can create a function to tell you which Index the bone you want is and use that to get the transform to it.</p>
<p>So, if you want to get the transform form just the hand.<br />
Call GetTransform(float dt)<br />
Pass that to your shader like normal.</p>
<p>Create a function like this in SceneAnimator</p>
<p>unsigned int GetBoneIndex(const string&#038; bonename);</p>
<p>the function should return the index of the bone with that name. Now, you can add code to the Init functions so that an std::map is created to make the search faster, otherwise, you will have to run over the entire std::vector</cbone><cbone *> Bones  to find the matching bone.</p>
<p>When you find the matching bone, return the index.</p>
<p>Use that index to map directly to the transforms returned from GetTransform( float dt)   There is a 1 to 1 relationship</p>
<p>Use that matrix to correctly place the object in the hand.</p>
<p>Here is some pseudo code</p>
<p>In the drawfunction of the model. Assuming EACH model has a Scaling, Rotation, and Translation matrix, and using a left handed system.</p>
<p>void Draw(){<br />
std::vector<mat4>&#038; temp = Sceneanim.GetTransforms(dt);<br />
//Pass temp to shader here<br />
unsigned int handindex = Sceneanim.GetBoneIndex(&#8220;Hand&#8221;);<br />
mat4&#038; handmat = temp[handindex];// this is where the hand is relative to the model</p>
<p>//To get a weapon or other objects correct transform to the hand of the model it would be something like this. I am appending a model. onto the characters transform </p>
<p>mat4 weaponinhand = handmat * model.scaling * model.Roation * model.Translation ;</p>
<p>weaponinhand can now be used to move the weapon into place in the shader.  I hope that makes sense, if not, please respond and I will do my best to explain.</mat4></cbone></p>
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	</item>
	<item>
		<title>Comment on Open Asset Import Library animation loader by David</title>
		<link>http://nolimitsdesigns.com/game-design/open-asset-import-library-animation-loader/comment-page-1/#comment-492</link>
		<dc:creator>David</dc:creator>
		<pubDate>Thu, 03 May 2012 23:06:05 +0000</pubDate>
		<guid isPermaLink="false">http://nolimitsdesigns.com/?p=412#comment-492</guid>
		<description>I know your probably busy but i just had one more question, but i understand if you can&#039;t answer for any reason.

I was wondering how or what transform to use to get the bones location in 3d space. so i could for instance attach a mesh to the bone location for say weapons or attaching ragdoll rigid bodies.

thanks if any light can be shed on this, it&#039;s just the last thing i need to find out for my animation framework.</description>
		<content:encoded><![CDATA[<p>I know your probably busy but i just had one more question, but i understand if you can&#8217;t answer for any reason.</p>
<p>I was wondering how or what transform to use to get the bones location in 3d space. so i could for instance attach a mesh to the bone location for say weapons or attaching ragdoll rigid bodies.</p>
<p>thanks if any light can be shed on this, it&#8217;s just the last thing i need to find out for my animation framework.</p>
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	<item>
		<title>Comment on Open Asset Import Library animation loader by David</title>
		<link>http://nolimitsdesigns.com/game-design/open-asset-import-library-animation-loader/comment-page-1/#comment-491</link>
		<dc:creator>David</dc:creator>
		<pubDate>Mon, 30 Apr 2012 02:24:39 +0000</pubDate>
		<guid isPermaLink="false">http://nolimitsdesigns.com/?p=412#comment-491</guid>
		<description>I&#039;ve gotten pretty close just a few small issues to figure out.

here is where I&#039;m at if anyone is interested that comes along here.
http://devmaster.net/forums/topic/16358-dual-quaternion-skinning/</description>
		<content:encoded><![CDATA[<p>I&#8217;ve gotten pretty close just a few small issues to figure out.</p>
<p>here is where I&#8217;m at if anyone is interested that comes along here.<br />
<a href="http://devmaster.net/forums/topic/16358-dual-quaternion-skinning/" rel="nofollow">http://devmaster.net/forums/topic/16358-dual-quaternion-skinning/</a></p>
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	<item>
		<title>Comment on Open Asset Import Library animation loader by Animations, animations and animations &#8230; &#187; Lead Programmer&#039;s Personal Blog</title>
		<link>http://nolimitsdesigns.com/game-design/open-asset-import-library-animation-loader/comment-page-1/#comment-489</link>
		<dc:creator>Animations, animations and animations &#8230; &#187; Lead Programmer&#039;s Personal Blog</dc:creator>
		<pubDate>Fri, 27 Apr 2012 15:32:25 +0000</pubDate>
		<guid isPermaLink="false">http://nolimitsdesigns.com/?p=412#comment-489</guid>
		<description>[...] with the very useful and well written animation loader class from Scott at No Limits Designs (i.e. this), some things still don&#8217;t add up [...]</description>
		<content:encoded><![CDATA[<p>[...] with the very useful and well written animation loader class from Scott at No Limits Designs (i.e. this), some things still don&#8217;t add up [...]</p>
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	<item>
		<title>Comment on Open Asset Import Library animation loader by David</title>
		<link>http://nolimitsdesigns.com/game-design/open-asset-import-library-animation-loader/comment-page-1/#comment-486</link>
		<dc:creator>David</dc:creator>
		<pubDate>Wed, 25 Apr 2012 02:13:49 +0000</pubDate>
		<guid isPermaLink="false">http://nolimitsdesigns.com/?p=412#comment-486</guid>
		<description>Thank you Scott, I&#039;ll start there and see what i can come up with.</description>
		<content:encoded><![CDATA[<p>Thank you Scott, I&#8217;ll start there and see what i can come up with.</p>
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	<item>
		<title>Comment on Open Asset Import Library animation loader by Scott</title>
		<link>http://nolimitsdesigns.com/game-design/open-asset-import-library-animation-loader/comment-page-1/#comment-485</link>
		<dc:creator>Scott</dc:creator>
		<pubDate>Wed, 25 Apr 2012 00:48:55 +0000</pubDate>
		<guid isPermaLink="false">http://nolimitsdesigns.com/?p=412#comment-485</guid>
		<description>David,

I haven&#039;t used the dual quaternion code in a while so I cant say exactly what is needed to get it to work. But any code changes should be made in the GetTransforms function -- I know that much. The rest of the code doesnt need to be changed.</description>
		<content:encoded><![CDATA[<p>David,</p>
<p>I haven&#8217;t used the dual quaternion code in a while so I cant say exactly what is needed to get it to work. But any code changes should be made in the GetTransforms function &#8212; I know that much. The rest of the code doesnt need to be changed.</p>
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