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FBX SDK Deform by bone/skinning instead of shape
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  • albeif
  • Posted: 29 March 2011 06:03 AM
  • Total Posts: 23
  • Joined: 13 September 2008 09:26 PM

Hi,

I wrote in another thread that I wanted to animate a bone in real-time and have the mesh deform according to the bone. The mesh does not follow the bone: it has a shape with a curve inside it, and uses it to deform the vertices. In the programmer’s guide it says that FBX can deform by skinning and shape, and another way too. What is a shape? How do I set the mesh to act upon the new transformed bones?

Thanks!



Replies: 1
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The shape here means blendshape.
To drive mesh with bones you should use skinning.

Author: Jiayang Xu

Replied: 29 March 2011 04:07 PM  
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  • albeif
  • Posted: 31 March 2011 10:06 PM

How do I do that?



Replies: 1
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So what do you already know about binding/skinning?
If you already know the background theory than please take a look at ViewScene sample, give special attention to ComputeClusterDeformation(), which is the core function to show how to use cluster(describes how bones affect skin) to deform the skin.

And the following post might also be useful for you:
http://area.autodesk.com/for...he-vertices-of-a-cluster/

Author: Jiayang Xu

Replied: 31 March 2011 10:42 PM  
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  • albeif
  • Posted: 12 June 2011 07:43 AM

Hi,

I have read through the ComputeClusterDeformation() function, but I didn’t find out where the bones come into effect when it’s time to deform the vertex array. I can see the clusters, just not how the bones affect the vertices (using those clusters I presume). Can you help?

Thanks



Replies: 1
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Hi,
You can see the clusters as bones in ComputeClusterDeformation() function. The are the same.

Author: zoujy06

Replied: 22 June 2011 09:17 PM